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276 lines
12 KiB
276 lines
12 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.Text;
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using UnityEngine;
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using UnityEngine.Animations;
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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// Base class for mixers which blend an array of child states together based on a <see cref="Parameter"/>.
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/// </summary>
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/// <remarks>
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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/MixerState_1
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///
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public abstract class MixerState<TParameter> : ManualMixerState
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{
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/************************************************************************************************************************/
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#region Properties
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/************************************************************************************************************************/
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/// <summary>The parameter values at which each of the child states are used and blended.</summary>
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private TParameter[] _Thresholds = Array.Empty<TParameter>();
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/************************************************************************************************************************/
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private TParameter _Parameter;
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/// <summary>The value used to calculate the weights of the child states.</summary>
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/// <remarks>
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/// Setting this value takes effect immediately (during the next animation update) without any
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers#smoothing">Smoothing</see>.
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/// </remarks>
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public TParameter Parameter
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{
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get => _Parameter;
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set
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{
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_Parameter = value;
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WeightsAreDirty = true;
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RequireUpdate();
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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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#region Thresholds
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/************************************************************************************************************************/
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/// <summary>
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/// Indicates whether the array of thresholds has been initialized with a size at least equal to the
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/// <see cref="AnimancerNode.ChildCount"/>.
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/// </summary>
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public bool HasThresholds => _Thresholds.Length >= ChildCount;
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/************************************************************************************************************************/
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/// <summary>
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/// Returns the value of the threshold associated with the specified index.
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/// </summary>
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public TParameter GetThreshold(int index) => _Thresholds[index];
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/************************************************************************************************************************/
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/// <summary>
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/// Sets the value of the threshold associated with the specified index.
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/// </summary>
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public void SetThreshold(int index, TParameter threshold)
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{
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_Thresholds[index] = threshold;
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OnThresholdsChanged();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Assigns the specified array as the thresholds to use for blending.
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/// <para></para>
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/// WARNING: if you keep a reference to the `thresholds` array you must call <see cref="OnThresholdsChanged"/>
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/// whenever any changes are made to it, otherwise this mixer may not blend correctly.
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/// </summary>
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public void SetThresholds(params TParameter[] thresholds)
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{
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if (thresholds.Length != ChildCount)
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throw new ArgumentOutOfRangeException(nameof(thresholds),
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$"Threshold count ({thresholds.Length}) doesn't match child count ({ChildCount}).");
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_Thresholds = thresholds;
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OnThresholdsChanged();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// If the <see cref="Array.Length"/> of the <see cref="_Thresholds"/> is not equal to the
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/// <see cref="AnimancerNode.ChildCount"/>, this method assigns a new array of that size and returns true.
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/// </summary>
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public bool ValidateThresholdCount()
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{
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var count = ChildCount;
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if (_Thresholds.Length != count)
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{
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_Thresholds = new TParameter[count];
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return true;
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}
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else return false;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Called whenever the thresholds are changed. By default this method simply indicates that the blend weights
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/// need recalculating but it can be overridden by child classes to perform validation checks or optimisations.
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/// </summary>
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public virtual void OnThresholdsChanged()
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{
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WeightsAreDirty = true;
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RequireUpdate();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls `calculate` for each of the <see cref="ManualMixerState._Children"/> and stores the returned value as
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/// the threshold for that state.
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/// </summary>
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public void CalculateThresholds(Func<AnimancerState, TParameter> calculate)
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{
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ValidateThresholdCount();
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for (int i = ChildCount - 1; i >= 0; i--)
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{
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var state = GetChild(i);
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if (state == null)
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continue;
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_Thresholds[i] = calculate(state);
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}
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OnThresholdsChanged();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Stores the values of all parameters, calls <see cref="AnimancerNode.DestroyPlayable"/>, then restores the
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/// parameter values.
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/// </summary>
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public override void RecreatePlayable()
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{
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base.RecreatePlayable();
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WeightsAreDirty = true;
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RequireUpdate();
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}
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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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/// <inheritdoc/>
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public override void Initialize(int portCount)
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{
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base.Initialize(portCount);
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_Thresholds = new TParameter[portCount];
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OnThresholdsChanged();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Initializes the <see cref="AnimationMixerPlayable"/> and <see cref="ManualMixerState._Children"/> with one
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/// state per clip and assigns the `thresholds`.
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/// <para></para>
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/// WARNING: if you keep a reference to the `thresholds` array, you must call
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/// <see cref="OnThresholdsChanged"/> whenever any changes are made to it, otherwise this mixer may not blend
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/// correctly.
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/// </summary>
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public void Initialize(AnimationClip[] clips, TParameter[] thresholds)
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{
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Initialize(clips);
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_Thresholds = thresholds;
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OnThresholdsChanged();
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}
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/// <summary>
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/// Initializes the <see cref="AnimationMixerPlayable"/> and <see cref="ManualMixerState._Children"/> with one
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/// state per clip and assigns the thresholds by calling `calculateThreshold` for each state.
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/// </summary>
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public void Initialize(AnimationClip[] clips, Func<AnimancerState, TParameter> calculateThreshold)
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{
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Initialize(clips);
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CalculateThresholds(calculateThreshold);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Creates and returns a new <see cref="ClipState"/> to play the `clip` with this
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/// <see cref="MixerState"/> as its parent, connects it to the specified `index`, and assigns the
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/// `threshold` for it.
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/// </summary>
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public ClipState CreateChild(int index, AnimationClip clip, TParameter threshold)
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{
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SetThreshold(index, threshold);
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return CreateChild(index, clip);
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}
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/// <summary>
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/// Calls <see cref="AnimancerUtilities.CreateStateAndApply"/>, sets this mixer as the state's parent, and
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/// assigns the `threshold` for it.
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/// </summary>
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public AnimancerState CreateChild(int index, Animancer.ITransition transition, TParameter threshold)
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{
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SetThreshold(index, threshold);
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return CreateChild(index, transition);
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}
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/************************************************************************************************************************/
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/// <summary>Assigns the `state` as a child of this mixer and assigns the `threshold` for it.</summary>
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public void SetChild(int index, AnimancerState state, TParameter threshold)
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{
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SetChild(index, state);
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SetThreshold(index, threshold);
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Descriptions
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override string GetDisplayKey(AnimancerState state) => $"[{state.Index}] {_Thresholds[state.Index]}";
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/************************************************************************************************************************/
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/// <inheritdoc/>
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protected override void AppendDetails(StringBuilder text, string separator)
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{
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text.Append(separator);
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text.Append($"{nameof(Parameter)}: ");
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AppendParameter(text, Parameter);
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text.Append(separator).Append("Thresholds: ");
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for (int i = 0; i < _Thresholds.Length; i++)
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{
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if (i > 0)
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text.Append(", ");
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AppendParameter(text, _Thresholds[i]);
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}
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base.AppendDetails(text, separator);
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}
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/************************************************************************************************************************/
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/// <summary>Appends the `parameter` in a viewer-friendly format.</summary>
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public virtual void AppendParameter(StringBuilder description, TParameter parameter)
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{
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description.Append(parameter);
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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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