212 lines
4.6 KiB
C#
212 lines
4.6 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using System.ComponentModel;
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using UnityEngine;
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using UnityEngine.Playables;
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[RequireComponent(typeof(Animator))]
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public partial class SimpleAnimation: MonoBehaviour
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{
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public interface State
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{
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bool enabled { get; set; }
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bool isValid { get; }
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float time { get; set; }
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float normalizedTime { get; set; }
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float speed { get; set; }
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string name { get; set; }
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float weight { get; set; }
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float length { get; }
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AnimationClip clip { get; }
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WrapMode wrapMode { get; set; }
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}
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public Animator animator
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{
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get
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{
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if (m_Animator == null)
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{
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m_Animator = GetComponent<Animator>();
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}
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return m_Animator;
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}
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}
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public bool animatePhysics
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{
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get { return m_AnimatePhysics; }
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set { m_AnimatePhysics = value; animator.updateMode = m_AnimatePhysics ? AnimatorUpdateMode.AnimatePhysics : AnimatorUpdateMode.Normal; }
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}
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public AnimatorCullingMode cullingMode
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{
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get { return animator.cullingMode; }
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set { m_CullingMode = value; animator.cullingMode = m_CullingMode; }
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}
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public bool isPlaying { get { return m_Playable.IsPlaying(); } }
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public bool playAutomatically
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{
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get { return m_PlayAutomatically; }
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set { m_PlayAutomatically = value; }
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}
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public AnimationClip clip
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{
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get { return m_Clip; }
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set
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{
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LegacyClipCheck(value);
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m_Clip = value;
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}
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}
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public WrapMode wrapMode
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{
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get { return m_WrapMode; }
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set { m_WrapMode = value; }
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}
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public void AddClip(AnimationClip clip, string newName)
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{
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LegacyClipCheck(clip);
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AddState(clip, newName);
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}
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public void Blend(string stateName, float targetWeight, float fadeLength)
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{
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m_Animator.enabled = true;
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Kick();
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m_Playable.Blend(stateName, targetWeight, fadeLength);
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}
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public void CrossFade(string stateName, float fadeLength)
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{
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m_Animator.enabled = true;
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Kick();
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m_Playable.Crossfade(stateName, fadeLength);
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}
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public void CrossFadeQueued(string stateName, float fadeLength, QueueMode queueMode)
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{
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m_Animator.enabled = true;
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Kick();
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m_Playable.CrossfadeQueued(stateName, fadeLength, queueMode);
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}
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public int GetClipCount()
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{
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return m_Playable.GetClipCount();
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}
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public bool IsPlaying(string stateName)
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{
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return m_Playable.IsPlaying(stateName);
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}
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public void Stop()
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{
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m_Playable.StopAll();
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}
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public void Stop(string stateName)
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{
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m_Playable.Stop(stateName);
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}
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public void Sample()
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{
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m_Graph.Evaluate();
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}
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public bool Play()
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{
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m_Animator.enabled = true;
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Kick();
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if (m_Clip != null && m_PlayAutomatically)
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{
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m_Playable.Play(kDefaultStateName);
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}
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return false;
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}
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public void AddState(AnimationClip clip, string name)
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{
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LegacyClipCheck(clip);
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Kick();
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if (m_Playable.AddClip(clip, name))
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{
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RebuildStates();
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}
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}
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public void RemoveState(string name)
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{
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if (m_Playable.RemoveClip(name))
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{
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RebuildStates();
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}
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}
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public bool Play(string stateName)
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{
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m_Animator.enabled = true;
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Kick();
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return m_Playable.Play(stateName);
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}
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public void PlayQueued(string stateName, QueueMode queueMode)
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{
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m_Animator.enabled = true;
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Kick();
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m_Playable.PlayQueued(stateName, queueMode);
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}
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public void RemoveClip(AnimationClip clip)
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{
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if (clip == null)
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throw new System.NullReferenceException("clip");
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if ( m_Playable.RemoveClip(clip) )
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{
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RebuildStates();
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}
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}
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public void Rewind()
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{
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Kick();
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m_Playable.Rewind();
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}
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public void Rewind(string stateName)
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{
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Kick();
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m_Playable.Rewind(stateName);
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}
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public State GetState(string stateName)
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{
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SimpleAnimationPlayable.IState state = m_Playable.GetState(stateName);
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if (state == null)
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return null;
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return new StateImpl(state, this);
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}
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public IEnumerable<State> GetStates()
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{
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return new StateEnumerable(this);
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}
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public State this[string name]
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{
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get { return GetState(name); }
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}
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}
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