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145 lines
5.9 KiB
145 lines
5.9 KiB
3 years ago
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// An <see cref="AnimancerState"/> which blends multiple child states. Unlike other mixers, this class does not
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/// perform any automatic weight calculations, it simple allows you to control the weight of all states manually.
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/// </summary>
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/// <remarks>
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/// This mixer type is similar to the Direct Blend Type in Mecanim Blend Trees.
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/// The official <see href="https://learn.unity.com/tutorial/5c5152bcedbc2a001fd5c696">Direct Blend Trees</see>
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/// tutorial explains their general concepts and purpose which apply to <see cref="ManualMixerState"/>s as well.
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/// <para></para>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers">Mixers</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState
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///
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public partial class ManualMixerState : MixerState
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{
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/************************************************************************************************************************/
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/// <summary>An <see cref="ITransition{TState}"/> that creates a <see cref="ManualMixerState"/>.</summary>
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public interface ITransition : ITransition<ManualMixerState> { }
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/************************************************************************************************************************/
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#region Properties
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/************************************************************************************************************************/
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/// <summary>The states managed by this mixer.</summary>
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private AnimancerState[] _Children = Array.Empty<AnimancerState>();
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/// <summary>Returns the array of <see cref="_Children"/>.</summary>
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public override IList<AnimancerState> ChildStates => _Children;
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override int ChildCount => _Children.Length;
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/// <inheritdoc/>
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public override AnimancerState GetChild(int index) => _Children[index];
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/// <inheritdoc/>
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public override FastEnumerator<AnimancerState> GetEnumerator()
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=> new FastEnumerator<AnimancerState>(_Children, _Children.Length);
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Initialisation
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/************************************************************************************************************************/
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/// <summary>
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/// Initializes this mixer with the specified number of children which can be set individually by
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/// <see cref="MixerState.CreateChild(int, AnimationClip)"/> and <see cref="MixerState.SetChild"/>.
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/// </summary>
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/// <remarks><see cref="AnimancerState.Destroy"/> will be called on any existing children.</remarks>
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public virtual void Initialize(int childCount)
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{
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#if UNITY_ASSERTIONS
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if (childCount <= 1 && OptionalWarning.MixerMinChildren.IsEnabled())
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OptionalWarning.MixerMinChildren.Log(
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$"{this} is being initialized with {nameof(childCount)} <= 1." +
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$" The purpose of a mixer is to mix multiple child states.", Root?.Component);
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#endif
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for (int i = _Children.Length - 1; i >= 0; i--)
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{
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var state = _Children[i];
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if (state == null)
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continue;
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state.Destroy();
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}
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_Children = new AnimancerState[childCount];
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if (_Playable.IsValid())
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{
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_Playable.SetInputCount(childCount);
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}
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else if (Root != null)
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{
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CreatePlayable();
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}
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}
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/************************************************************************************************************************/
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/// <summary>Initializes this mixer with one state per clip.</summary>
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public void Initialize(params AnimationClip[] clips)
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{
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#if UNITY_ASSERTIONS
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if (clips == null)
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throw new ArgumentNullException(nameof(clips));
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#endif
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var count = clips.Length;
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Initialize(count);
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for (int i = 0; i < count; i++)
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{
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var clip = clips[i];
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if (clip != null)
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CreateChild(i, clip);
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Initializes this mixer by calling <see cref="MixerState.CreateChild(int, Object)"/> for each of the
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/// `states`.
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/// </summary>
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public void Initialize(params Object[] animations)
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{
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#if UNITY_ASSERTIONS
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if (animations == null)
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throw new ArgumentNullException(nameof(animations));
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#endif
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var count = animations.Length;
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Initialize(count);
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for (int i = 0; i < count; i++)
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{
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var state = animations[i];
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if (state != null)
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CreateChild(i, state);
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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}
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