175 lines
6.9 KiB
C#
175 lines
6.9 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>An <see cref="ITransition"/> with some additional details (mainly for the Unity Editor GUI).</summary>
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/// <remarks>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">
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/// Transitions</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/ITransitionDetailed
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///
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public interface ITransitionDetailed : ITransition
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{
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/************************************************************************************************************************/
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/// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
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bool IsValid { get; }
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/// <summary>What will the value of <see cref="AnimancerState.IsLooping"/> be for the created state?</summary>
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bool IsLooping { get; }
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/// <summary>The <see cref="AnimancerState.NormalizedTime"/> to start the animation at.</summary>
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/// <remarks><see cref="float.NaN"/> allows the animation to continue from its current time.</remarks>
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float NormalizedStartTime { get; set; }
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/// <summary>The maximum amount of time the animation is expected to take (in seconds).</summary>
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/// <remarks>The actual duration can vary in states like <see cref="ManualMixerState"/>.</remarks>
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float MaximumDuration { get; }
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/// <summary>The <see cref="AnimancerNodeBase.Speed"/> to play the animation at.</summary>
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float Speed { get; set; }
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/************************************************************************************************************************/
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}
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/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities
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public static partial class AnimancerUtilities
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{
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/************************************************************************************************************************/
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/// <summary>
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/// Is the `transition` not null and <see cref="ITransitionDetailed.IsValid"/>?
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/// </summary>
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public static bool IsValid(this ITransitionDetailed transition)
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=> transition != null
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&& transition.IsValid;
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/************************************************************************************************************************/
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/// <summary>Returns the <see cref="ITransitionDetailed.IsValid"/> with support for <see cref="IWrapper"/>.</summary>
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public static bool IsValid(this ITransition transition)
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{
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if (transition == null)
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return false;
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if (TryGetWrappedObject(transition, out ITransitionDetailed detailed))
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return detailed.IsValid;
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return true;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Returns the <see cref="ITransition.FadeDuration"/>
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/// or <see cref="float.NaN"/> if it's <c>null</c> or throws an exception.
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/// </summary>
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public static float TryGetFadeDuration(this ITransition transition)
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{
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if (transition == null)
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return float.NaN;
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try
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{
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return transition.FadeDuration;
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}
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catch
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{
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return float.NaN;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Outputs the <see cref="Motion.isLooping"/> or <see cref="ITransitionDetailed.IsLooping"/>.</summary>
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/// <remarks>Returns false if the `motionOrTransition` is null or an unsupported type.</remarks>
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public static bool TryGetIsLooping(object motionOrTransition, out bool isLooping)
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{
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if (motionOrTransition is Motion motion)
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{
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if (motion != null)
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{
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isLooping = motion.isLooping;
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return true;
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}
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}
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else if (TryGetWrappedObject(motionOrTransition, out ITransitionDetailed transition))
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{
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isLooping = transition.IsLooping;
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return true;
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}
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isLooping = false;
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return false;
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}
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/************************************************************************************************************************/
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/// <summary>Outputs the <see cref="AnimationClip.length"/> or <see cref="ITransitionDetailed.MaximumDuration"/>.</summary>
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/// <remarks>Returns false if the `motionOrTransition` is null or an unsupported type.</remarks>
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public static bool TryGetLength(object motionOrTransition, out float length)
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{
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if (motionOrTransition is AnimationClip clip)
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{
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if (clip != null)
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{
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length = clip.length;
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return true;
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}
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}
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else if (TryGetWrappedObject(motionOrTransition, out ITransitionDetailed transition))
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{
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length = transition.MaximumDuration;
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return true;
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}
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length = 0;
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return false;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Tries to calculate the amount of time (in seconds)
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/// from the <see cref="ITransitionDetailed.NormalizedStartTime"/>
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/// too the <see cref="AnimancerEvent.Sequence.NormalizedEndTime"/>,
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/// including the <see cref="ITransitionDetailed.Speed"/>
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/// </summary>
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public static bool TryCalculateDuration(object transition, out float duration)
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{
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if (!TryGetWrappedObject(transition, out ITransitionDetailed detailed))
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{
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duration = 0;
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return false;
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}
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var speed = detailed.Speed;
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duration = detailed.MaximumDuration;
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var normalizedStartTime = detailed.NormalizedStartTime;
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if (!float.IsNaN(normalizedStartTime))
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duration *= 1 - normalizedStartTime;
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if (TryGetWrappedObject(transition, out ITransitionWithEvents events))
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{
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var normalizedEndTime = events.Events.NormalizedEndTime;
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if (!float.IsNaN(normalizedEndTime))
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duration *= normalizedEndTime;
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}
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if (speed.IsFinite() && speed != 0)
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duration /= speed;
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return true;
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}
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/************************************************************************************************************************/
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}
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}
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