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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEditor.Animations;
#endif
namespace Animancer
{
/// <summary>A <see cref="ScriptableObject"/> based <see cref="ITransition"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/assets">Transition Assets</see>
/// <para></para>
/// When adding a <see cref="CreateAssetMenuAttribute"/> to any derived classes, you can use
/// <see cref="Strings.MenuPrefix"/> and <see cref="Strings.AssetMenuOrder"/>.
/// <para></para>
/// If you are using <see cref="AnimancerEvent"/>s, consider using an
/// <see cref="AnimancerTransitionAsset.UnShared{TAsset, TTransition, TState}"/> instead of referencing this asset
/// directly in order to avoid common issues with shared events.
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransitionAsset_1
///
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerTransitionAsset<ITransition>) + "_1")]
public class AnimancerTransitionAsset<TTransition> : ScriptableObject, ITransition, IWrapper, IAnimationClipSource
where TTransition : ITransition
{
/************************************************************************************************************************/
[SerializeReference]
private TTransition _Transition;
/// <summary>[<see cref="SerializeReference"/>]
/// The <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.
/// </summary>
/// <remarks>
/// WARNING: the <see cref="AnimancerTransition{TState}.State"/> holds the most recently played state, so
/// if you are sharing this transition between multiple objects it will only remember one of them.
/// Consider using <see cref="AnimancerTransitionAsset.UnShared{TAsset, TTransition, TState}"/>.
/// <para></para>
/// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or
/// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a
/// specific object.
/// </remarks>
public ref TTransition Transition => ref _Transition;
/// <summary>Returns the <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.</summary>
public virtual ITransition GetTransition() => _Transition;
/// <inheritdoc/>
object IWrapper.WrappedObject => GetTransition();
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only] Assigns a default <typeparamref name="TTransition"/> to the <see cref="Transition"/> field.</summary>
protected virtual void Reset()
{
_Transition = Editor.TypeSelectionButton.CreateDefaultInstance<TTransition>();
}
#endif
/************************************************************************************************************************/
/// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
public virtual bool IsValid => GetTransition().IsValid();
/// <inheritdoc/>
public virtual float FadeDuration => GetTransition().FadeDuration;
/// <inheritdoc/>
public virtual object Key => GetTransition().Key;
/// <inheritdoc/>
public virtual FadeMode FadeMode => GetTransition().FadeMode;
/// <inheritdoc/>
public virtual AnimancerState CreateState() => GetTransition().CreateState();
/// <inheritdoc/>
public virtual void Apply(AnimancerState state)
{
GetTransition().Apply(state);
state.SetDebugName(name);
}
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipSource"/>]
/// Calls <see cref="AnimancerUtilities.GatherFromSource(ICollection{AnimationClip}, object)"/>.
/// </summary>
public virtual void GetAnimationClips(List<AnimationClip> clips) => clips.GatherFromSource(GetTransition());
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#if UNITY_EDITOR
namespace Animancer.Editor
{
/// <summary>A custom editor for <see cref="AnimancerTransitionAsset"/>s.</summary>
/// <remarks>
/// This class contains several context menu functions for generating <see cref="AnimancerTransitionAsset"/>s based on
/// Animator Controller States.
/// </remarks>
[CustomEditor(typeof(AnimancerTransitionAsset<>), true), CanEditMultipleObjects]
internal class AnimancerTransitionAssetEditor : ScriptableObjectEditor
{
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransition"/> from the <see cref="MenuCommand.context"/>.</summary>
[MenuItem("CONTEXT/" + nameof(AnimatorState) + "/Generate Transition")]
[MenuItem("CONTEXT/" + nameof(BlendTree) + "/Generate Transition")]
[MenuItem("CONTEXT/" + nameof(AnimatorStateTransition) + "/Generate Transition")]
[MenuItem("CONTEXT/" + nameof(AnimatorStateMachine) + "/Generate Transitions")]
private static void GenerateTransition(MenuCommand command)
{
var context = command.context;
if (context is AnimatorState state)
{
Selection.activeObject = GenerateTransition(state);
}
else if (context is BlendTree blendTree)
{
Selection.activeObject = GenerateTransition(null, blendTree);
}
else if (context is AnimatorStateTransition transition)
{
Selection.activeObject = GenerateTransition(transition);
}
else if (context is AnimatorStateMachine stateMachine)// Layer or Sub-State Machine.
{
Selection.activeObject = GenerateTransitions(stateMachine);
}
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransitionAsset"/> from the `state`.</summary>
private static Object GenerateTransition(AnimatorState state)
=> GenerateTransition(state, state.motion);
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransitionAsset"/> from the `motion`.</summary>
private static Object GenerateTransition(Object originalAsset, Motion motion)
{
if (motion is BlendTree blendTree)
{
return GenerateTransition(originalAsset as AnimatorState, blendTree);
}
else if (motion is AnimationClip || motion == null)
{
var asset = CreateInstance<ClipTransitionAsset>();
asset.Transition = new ClipTransition
{
Clip = (AnimationClip)motion,
};
GetDetailsFromState(originalAsset as AnimatorState, asset.Transition);
SaveTransition(originalAsset, asset);
return asset;
}
else
{
Debug.LogError($"Unsupported {nameof(Motion)} Type: {motion.GetType()}");
return null;
}
}
/************************************************************************************************************************/
/// <summary>Initializes the `transition` based on the `state`.</summary>
private static void GetDetailsFromState(AnimatorState state, ITransitionDetailed transition)
{
if (state == null ||
transition == null)
return;
transition.Speed = state.speed;
var isForwards = state.speed >= 0;
var defaultEndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(state.speed);
var endTime = defaultEndTime;
var exitTransitions = state.transitions;
for (int i = 0; i < exitTransitions.Length; i++)
{
var exitTransition = exitTransitions[i];
if (exitTransition.hasExitTime)
{
if (isForwards)
{
if (endTime > exitTransition.exitTime)
endTime = exitTransition.exitTime;
}
else
{
if (endTime < exitTransition.exitTime)
endTime = exitTransition.exitTime;
}
}
}
if (endTime != defaultEndTime && AnimancerUtilities.TryGetWrappedObject(transition, out IHasEvents events))
{
if (events.SerializedEvents == null)
events.SerializedEvents = new AnimancerEvent.Sequence.Serializable();
events.SerializedEvents.SetNormalizedEndTime(endTime);
}
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransition"/> from the `blendTree`.</summary>
private static Object GenerateTransition(AnimatorState state, BlendTree blendTree)
{
var asset = CreateTransition(blendTree);
if (asset == null)
return null;
if (state != null)
asset.name = state.name;
AnimancerUtilities.TryGetWrappedObject(asset, out ITransitionDetailed detailed);
GetDetailsFromState(state, detailed);
SaveTransition(blendTree, asset);
return asset;
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransition"/> from the `transition`.</summary>
private static Object GenerateTransition(AnimatorStateTransition transition)
{
Object animancerTransition = null;
if (transition.destinationStateMachine != null)
animancerTransition = GenerateTransitions(transition.destinationStateMachine);
if (transition.destinationState != null)
animancerTransition = GenerateTransition(transition.destinationState);
return animancerTransition;
}
/************************************************************************************************************************/
/// <summary>Creates <see cref="AnimancerTransition"/>s from all states in the `stateMachine`.</summary>
private static Object GenerateTransitions(AnimatorStateMachine stateMachine)
{
Object transition = null;
foreach (var child in stateMachine.stateMachines)
transition = GenerateTransitions(child.stateMachine);
foreach (var child in stateMachine.states)
transition = GenerateTransition(child.state);
return transition;
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransition"/> from the `blendTree`.</summary>
private static Object CreateTransition(BlendTree blendTree)
{
switch (blendTree.blendType)
{
case BlendTreeType.Simple1D:
var linearAsset = CreateInstance<LinearMixerTransitionAsset>();
InitializeChildren(ref linearAsset.Transition, blendTree);
return linearAsset;
case BlendTreeType.SimpleDirectional2D:
case BlendTreeType.FreeformDirectional2D:
var directionalAsset = CreateInstance<MixerTransition2DAsset>();
directionalAsset.Transition = new MixerTransition2D
{
Type = MixerTransition2D.MixerType.Directional
};
InitializeChildren(ref directionalAsset.Transition, blendTree);
return directionalAsset;
case BlendTreeType.FreeformCartesian2D:
var cartesianAsset = CreateInstance<MixerTransition2DAsset>();
cartesianAsset.Transition = new MixerTransition2D
{
Type = MixerTransition2D.MixerType.Cartesian
};
InitializeChildren(ref cartesianAsset.Transition, blendTree);
return cartesianAsset;
case BlendTreeType.Direct:
var manualAsset = CreateInstance<ManualMixerTransitionAsset>();
InitializeChildren<ManualMixerTransition, ManualMixerState>(ref manualAsset.Transition, blendTree);
return manualAsset;
default:
Debug.LogError($"Unsupported {nameof(BlendTreeType)}: {blendTree.blendType}");
return null;
}
}
/************************************************************************************************************************/
/// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
private static void InitializeChildren(ref LinearMixerTransition transition, BlendTree blendTree)
{
var children = InitializeChildren<LinearMixerTransition, LinearMixerState>(ref transition, blendTree);
transition.Thresholds = new float[children.Length];
for (int i = 0; i < children.Length; i++)
transition.Thresholds[i] = children[i].threshold;
}
/// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
private static void InitializeChildren(ref MixerTransition2D transition, BlendTree blendTree)
{
var children = InitializeChildren<MixerTransition2D, MixerState<Vector2>>(ref transition, blendTree);
transition.Thresholds = new Vector2[children.Length];
for (int i = 0; i < children.Length; i++)
transition.Thresholds[i] = children[i].position;
}
/// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
private static ChildMotion[] InitializeChildren<TTransition, TState>(ref TTransition transition, BlendTree blendTree)
where TTransition : ManualMixerTransition<TState>, new()
where TState : ManualMixerState
{
transition = new TTransition();
var children = blendTree.children;
transition.Animations = new Object[children.Length];
float[] speeds = new float[children.Length];
var hasCustomSpeeds = false;
for (int i = 0; i < children.Length; i++)
{
var child = children[i];
transition.Animations[i] = child.motion is AnimationClip ?
child.motion :
(Object)GenerateTransition(blendTree, child.motion);
if ((speeds[i] = child.timeScale) != 1)
hasCustomSpeeds = true;
}
if (hasCustomSpeeds)
transition.Speeds = speeds;
return children;
}
/************************************************************************************************************************/
/// <summary>Saves the `transition` in the same folder as the `originalAsset`.</summary>
private static void SaveTransition(Object originalAsset, Object transition)
{
if (string.IsNullOrEmpty(transition.name))
transition.name = originalAsset.name;
var path = AssetDatabase.GetAssetPath(originalAsset);
path = Path.GetDirectoryName(path);
path = Path.Combine(path, transition.name + ".asset");
path = AssetDatabase.GenerateUniqueAssetPath(path);
AssetDatabase.CreateAsset(transition, path);
Debug.Log($"Saved {path}", transition);
}
/************************************************************************************************************************/
}
}
#endif