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SimpleAnimationPlayable_States.cs
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552 lines (462 loc) · 15.4 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
using System;
public partial class SimpleAnimationPlayable : PlayableBehaviour
{
private int m_StatesVersion = 0;
private void InvalidateStates() { m_StatesVersion++; }
private class StateEnumerable: IEnumerable<IState>
{
private SimpleAnimationPlayable m_Owner;
public StateEnumerable(SimpleAnimationPlayable owner)
{
m_Owner = owner;
}
public IEnumerator<IState> GetEnumerator()
{
return new StateEnumerator(m_Owner);
}
IEnumerator IEnumerable.GetEnumerator()
{
return new StateEnumerator(m_Owner);
}
class StateEnumerator : IEnumerator<IState>
{
private int m_Index = -1;
private int m_Version;
private SimpleAnimationPlayable m_Owner;
public StateEnumerator(SimpleAnimationPlayable owner)
{
m_Owner = owner;
m_Version = m_Owner.m_StatesVersion;
Reset();
}
private bool IsValid() { return m_Owner != null && m_Version == m_Owner.m_StatesVersion; }
IState GetCurrentHandle(int index)
{
if (!IsValid())
throw new InvalidOperationException("The collection has been modified, this Enumerator is invalid");
if (index < 0 || index >= m_Owner.m_States.Count)
throw new InvalidOperationException("Enumerator is invalid");
StateInfo state = m_Owner.m_States[index];
if (state == null)
throw new InvalidOperationException("Enumerator is invalid");
return new StateHandle(m_Owner, state.index, state.playable);
}
object IEnumerator.Current { get { return GetCurrentHandle(m_Index); } }
IState IEnumerator<IState>.Current { get { return GetCurrentHandle(m_Index); } }
public void Dispose() { }
public bool MoveNext()
{
if (!IsValid())
throw new InvalidOperationException("The collection has been modified, this Enumerator is invalid");
do
{ m_Index++; } while (m_Index < m_Owner.m_States.Count && m_Owner.m_States[m_Index] == null);
return m_Index < m_Owner.m_States.Count;
}
public void Reset()
{
if (!IsValid())
throw new InvalidOperationException("The collection has been modified, this Enumerator is invalid");
m_Index = -1;
}
}
}
public interface IState
{
bool IsValid();
bool enabled { get; set; }
float time { get; set; }
float normalizedTime { get; set; }
float speed { get; set; }
string name { get; set; }
float weight { get; set; }
float length { get; }
AnimationClip clip { get; }
WrapMode wrapMode { get; }
}
public class StateHandle : IState
{
public StateHandle(SimpleAnimationPlayable s, int index, Playable target)
{
m_Parent = s;
m_Index = index;
m_Target = target;
}
public bool IsValid()
{
return m_Parent.ValidateInput(m_Index, m_Target);
}
public bool enabled
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return m_Parent.m_States[m_Index].enabled;
}
set
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
if (value)
m_Parent.m_States.EnableState(m_Index);
else
m_Parent.m_States.DisableState(m_Index);
}
}
public float time
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return (float)m_Parent.m_States.GetStateTime(m_Index);
}
set
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
m_Parent.m_States.SetStateTime(m_Index, value);
}
}
public float normalizedTime
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
float length = m_Parent.m_States.GetClipLength(m_Index);
if (length == 0f)
length = 1f;
return (float)m_Parent.m_States.GetStateTime(m_Index) / length;
}
set
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
float length = m_Parent.m_States.GetClipLength(m_Index);
if (length == 0f)
length = 1f;
m_Parent.m_States.SetStateTime(m_Index, value *= length);
}
}
public float speed
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return m_Parent.m_States.GetStateSpeed(m_Index);
}
set
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
m_Parent.m_States.SetStateSpeed(m_Index, value);
}
}
public string name
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return m_Parent.m_States.GetStateName(m_Index);
}
set
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
if (value == null)
throw new System.ArgumentNullException("A null string is not a valid name");
m_Parent.m_States.SetStateName(m_Index, value);
}
}
public float weight
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return m_Parent.m_States[m_Index].weight;
}
set
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
if (value < 0)
throw new System.ArgumentException("Weights cannot be negative");
m_Parent.m_States[m_Index].weight = value;
m_Parent.m_States[m_Index].weightDirty = true;
}
}
public float length
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return m_Parent.m_States.GetStateLength(m_Index);
}
}
public AnimationClip clip
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return m_Parent.m_States.GetStateClip(m_Index);
}
}
public WrapMode wrapMode
{
get
{
if (!IsValid())
throw new System.InvalidOperationException("This StateHandle is not valid");
return m_Parent.m_States.GetStateWrapMode(m_Index);
}
}
public int index { get { return m_Index; } }
private SimpleAnimationPlayable m_Parent;
private int m_Index;
private Playable m_Target;
private StateInfo state;
}
private class StateInfo
{
public bool enabled;
public int index;
public string stateName;
public bool fading;
public float time;
public float targetWeight;
public float weight;
public float fadeSpeed;
public float speed;
public AnimationClip clip;
public Playable playable;
public WrapMode wrapMode;
//Clone information
public bool isClone;
public StateHandle parentState;
public bool weightDirty;
public bool enabledDirty;
public bool timeIsUpToDate;
}
private StateHandle StateInfoToHandle(StateInfo info)
{
return new StateHandle(this, info.index, info.playable);
}
private class StateManagement
{
private List<StateInfo> m_States;
public int Count { get { return m_Count; } }
private int m_Count;
public StateInfo this[int i]
{
get
{
return m_States[i];
}
}
public StateManagement()
{
m_States = new List<StateInfo>();
}
public StateInfo InsertState()
{
StateInfo state = new StateInfo();
int firstAvailable = m_States.FindIndex(s => s == null);
if (firstAvailable == -1)
{
firstAvailable = m_States.Count;
m_States.Add(state);
}
else
{
m_States.Insert(firstAvailable, state);
}
state.index = firstAvailable;
m_Count++;
return state;
}
public bool AnyStatePlaying()
{
return m_States.FindIndex(s => s != null && s.enabled) != -1;
}
public bool IsStateDone(int index)
{
StateInfo state = m_States[index];
if (state == null)
return true;
return !state.enabled;
}
public void RemoveAtIndex(int index)
{
StateInfo removed = m_States[index];
m_States[index] = null;
if (removed.playable.IsValid())
{
removed.playable.GetGraph().DestroyPlayable(removed.playable);
}
m_Count--;
}
public bool RemoveClip(AnimationClip clip)
{
bool removed = false;
for (int i = 0; i < m_States.Count; i++)
{
StateInfo state = m_States[i];
if (state != null &&state.clip == clip)
{
RemoveAtIndex(i);
removed = true;
}
}
return removed;
}
public StateInfo FindState(string name)
{
int index = m_States.FindIndex(s => s != null && s.stateName == name);
if (index == -1)
return null;
return m_States[index];
}
public void EnableState(int index)
{
StateInfo state = m_States[index];
if (state.enabled)
return;
state.enabledDirty = true;
state.enabled = true;
}
public void DisableState(int index)
{
StateInfo state = m_States[index];
if (state.enabled == false)
return;
state.enabledDirty = true;
state.enabled = false;
}
public void SetInputWeight(int index, float weight)
{
StateInfo state = m_States[index];
state.targetWeight = weight;
state.weight = weight;
state.fading = false;
state.weightDirty = true;
}
public void SetStateTime(int index, float time)
{
StateInfo state = m_States[index];
state.time = time;
state.playable.ResetTime(time);
state.playable.SetDone(time >= state.playable.GetDuration());
}
public bool IsCloneOf(int potentialCloneIndex, int originalIndex)
{
StateInfo potentialClone = m_States[potentialCloneIndex];
return potentialClone.isClone && potentialClone.parentState.index == originalIndex;
}
public float GetStateTime(int index)
{
StateInfo state = m_States[index];
if (state.timeIsUpToDate)
return state.time;
state.time = (float)state.playable.GetTime();
state.timeIsUpToDate = true;
return state.time;
}
public float GetStateSpeed(int index)
{
return (float)m_States[index].playable.GetSpeed();
}
public void SetStateSpeed(int index, float value)
{
m_States[index].playable.SetSpeed(value);
}
public float GetInputWeight(int index)
{
return m_States[index].weight;
}
public float GetStateLength(int index)
{
AnimationClip clip = m_States[index].clip;
if (clip == null)
return 0f;
float speed = (float)m_States[index].playable.GetSpeed();
if (m_States[index].playable.GetSpeed() == 0f)
return Mathf.Infinity;
return clip.length / speed;
}
public float GetClipLength(int index)
{
AnimationClip clip = m_States[index].clip;
if (clip == null)
return 0f;
return clip.length;
}
public float GetStatePlayableDuration(int index)
{
Playable playable = m_States[index].playable;
if (!playable.IsValid())
return 0f;
return (float)playable.GetDuration();
}
public AnimationClip GetStateClip(int index)
{
AnimationClip clip = m_States[index].clip;
if (clip == null)
return null;
return clip;
}
public WrapMode GetStateWrapMode(int index)
{
return m_States[index].wrapMode;
}
public string GetStateName(int index)
{
return m_States[index].stateName;
}
public void SetStateName(int index, string name)
{
m_States[index].stateName = name;
}
public void StopState(int index, bool cleanup)
{
if (cleanup)
{
RemoveAtIndex(index);
}
else
{
StateInfo state = m_States[index];
state.fadeSpeed = 0f;
state.speed = 0f;
state.weight = 0f;
state.targetWeight = 0f;
state.time = 0f;
state.enabled = false;
state.enabledDirty = true;
state.weightDirty = true;
state.playable.ResetTime(0f);
state.playable.SetDone(false);
}
}
}
private class QueuedState
{
public QueuedState(StateHandle s, float t)
{
state = s;
fadeTime = t;
}
public StateHandle state;
public float fadeTime;
}
}