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144 lines
5.9 KiB
144 lines
5.9 KiB
// 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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