UniversalViewer/Assets/KF3/Scripts/SimpleAnimation.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
using UnityEngine.Playables;
[RequireComponent(typeof(Animator))]
public class SimpleAnimation: MonoBehaviour
{
public interface State
{
bool enabled { get; set; }
bool isValid { get; }
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; set; }
}
public Animator animator
{
get
{
if (m_Animator == null)
{
m_Animator = GetComponent<Animator>();
}
return m_Animator;
}
}
public bool animatePhysics
{
get { return m_AnimatePhysics; }
set { m_AnimatePhysics = value; animator.updateMode = m_AnimatePhysics ? AnimatorUpdateMode.AnimatePhysics : AnimatorUpdateMode.Normal; }
}
public AnimatorCullingMode cullingMode
{
get { return animator.cullingMode; }
set { m_CullingMode = value; animator.cullingMode = m_CullingMode; }
}
public bool isPlaying { get { return m_Playable.IsPlaying(); } }
public bool playAutomatically
{
get { return m_PlayAutomatically; }
set { m_PlayAutomatically = value; }
}
public AnimationClip clip
{
get { return m_Clip; }
set
{
m_Clip = value;
}
}
public WrapMode wrapMode
{
get { return m_WrapMode; }
set { m_WrapMode = value; }
}
public void AddClip(AnimationClip clip, string newName)
{
AddState(clip, newName);
}
public void Blend(string stateName, float targetWeight, float fadeLength)
{
m_Animator.enabled = true;
Kick();
m_Playable.Blend(stateName, targetWeight, fadeLength);
}
public void CrossFade(string stateName, float fadeLength)
{
m_Animator.enabled = true;
Kick();
m_Playable.Crossfade(stateName, fadeLength);
}
public void CrossFadeQueued(string stateName, float fadeLength, QueueMode queueMode)
{
m_Animator.enabled = true;
Kick();
m_Playable.CrossfadeQueued(stateName, fadeLength, queueMode);
}
public int GetClipCount()
{
return m_Playable.GetClipCount();
}
public bool IsPlaying(string stateName)
{
return m_Playable.IsPlaying(stateName);
}
public void Stop()
{
m_Playable.StopAll();
}
public void Stop(string stateName)
{
m_Playable.Stop(stateName);
}
public void Sample()
{
m_Graph.Evaluate();
}
public bool Play()
{
m_Animator.enabled = true;
Kick();
if (m_Clip != null && m_PlayAutomatically)
{
m_Playable.Play(kDefaultStateName);
}
return false;
}
public void AddState(AnimationClip clip, string name)
{
Kick();
if (m_Playable.AddClip(clip, name))
{
RebuildStates();
}
}
public void RemoveState(string name)
{
if (m_Playable.RemoveClip(name))
{
RebuildStates();
}
}
public bool Play(string stateName)
{
//Debug.Log("playing " + stateName);
m_Animator.enabled = true;
Kick();
return m_Playable.Play(stateName);
}
public void PlayQueued(string stateName, QueueMode queueMode)
{
m_Animator.enabled = true;
Kick();
m_Playable.PlayQueued(stateName, queueMode);
}
public void RemoveClip(AnimationClip clip)
{
if (clip == null)
throw new System.NullReferenceException("clip");
if ( m_Playable.RemoveClip(clip) )
{
RebuildStates();
}
}
public void Unwind()
{
Kick();
m_Playable.Unwind();
}
public void Rewind()
{
Kick();
m_Playable.Rewind();
}
public void Rewind(string stateName)
{
Kick();
m_Playable.Rewind(stateName);
}
public State GetState(string stateName)
{
SimpleAnimationPlayable.IState state = m_Playable.GetState(stateName);
if (state == null)
return null;
return new StateImpl(state, this);
}
public IEnumerable<State> GetStates()
{
return new StateEnumerable(this);
}
public State this[string name]
{
get { return GetState(name); }
}
const string kDefaultStateName = "Default";
private class StateEnumerable : IEnumerable<State>
{
private SimpleAnimation m_Owner;
public StateEnumerable(SimpleAnimation owner)
{
m_Owner = owner;
}
public IEnumerator<State> GetEnumerator()
{
return new StateEnumerator(m_Owner);
}
IEnumerator IEnumerable.GetEnumerator()
{
return new StateEnumerator(m_Owner);
}
class StateEnumerator : IEnumerator<State>
{
private SimpleAnimation m_Owner;
private IEnumerator<SimpleAnimationPlayable.IState> m_Impl;
public StateEnumerator(SimpleAnimation owner)
{
m_Owner = owner;
m_Impl = m_Owner.m_Playable.GetStates().GetEnumerator();
Reset();
}
State GetCurrent()
{
return new StateImpl(m_Impl.Current, m_Owner);
}
object IEnumerator.Current { get { return GetCurrent(); } }
State IEnumerator<State>.Current { get { return GetCurrent(); } }
public void Dispose() { }
public bool MoveNext()
{
return m_Impl.MoveNext();
}
public void Reset()
{
m_Impl.Reset();
}
}
}
private class StateImpl : State
{
public StateImpl(SimpleAnimationPlayable.IState handle, SimpleAnimation component)
{
m_StateHandle = handle;
m_Component = component;
}
private SimpleAnimationPlayable.IState m_StateHandle;
private SimpleAnimation m_Component;
bool State.enabled
{
get { return m_StateHandle.enabled; }
set
{
m_StateHandle.enabled = value;
if (value)
{
m_Component.Kick();
}
}
}
bool State.isValid
{
get { return m_StateHandle.IsValid(); }
}
float State.time
{
get { return m_StateHandle.time; }
set
{
m_StateHandle.time = value;
m_Component.Kick();
}
}
float State.normalizedTime
{
get { return m_StateHandle.normalizedTime; }
set
{
m_StateHandle.normalizedTime = value;
m_Component.Kick();
}
}
float State.speed
{
get { return m_StateHandle.speed; }
set
{
m_StateHandle.speed = value;
m_Component.Kick();
}
}
string State.name
{
get { return m_StateHandle.name; }
set { m_StateHandle.name = value; }
}
float State.weight
{
get { return m_StateHandle.weight; }
set
{
m_StateHandle.weight = value;
m_Component.Kick();
}
}
float State.length
{
get { return m_StateHandle.length; }
}
AnimationClip State.clip
{
get { return m_StateHandle.clip; }
}
WrapMode State.wrapMode
{
get { return m_StateHandle.wrapMode; }
set { Debug.LogError("Not Implemented"); }
}
}
[System.Serializable]
public class EditorState
{
public AnimationClip clip;
public string name;
public bool defaultState;
}
protected void Kick()
{
if (!m_IsPlaying)
{
m_Graph.Play();
m_IsPlaying = true;
}
}
protected PlayableGraph m_Graph;
protected PlayableHandle m_LayerMixer;
protected PlayableHandle m_TransitionMixer;
protected Animator m_Animator;
protected bool m_Initialized;
protected bool m_IsPlaying;
protected SimpleAnimationPlayable m_Playable;
[SerializeField]
protected bool m_PlayAutomatically = true;
[SerializeField]
protected bool m_AnimatePhysics = false;
[SerializeField]
protected AnimatorCullingMode m_CullingMode = AnimatorCullingMode.CullUpdateTransforms;
[SerializeField]
protected WrapMode m_WrapMode;
[SerializeField]
protected AnimationClip m_Clip;
[SerializeField]
private EditorState[] m_States;
protected virtual void OnEnable()
{
Initialize();
m_Graph.Play();
if (m_PlayAutomatically)
{
Stop();
Play();
}
}
protected virtual void OnDisable()
{
if (m_Initialized)
{
Stop();
m_Graph.Stop();
}
}
private void Reset()
{
if (m_Graph.IsValid())
m_Graph.Destroy();
m_Initialized = false;
}
private void Initialize()
{
if (m_Initialized)
return;
m_Animator = GetComponent<Animator>();
m_Animator.updateMode = m_AnimatePhysics ? AnimatorUpdateMode.AnimatePhysics : AnimatorUpdateMode.Normal;
m_Animator.cullingMode = m_CullingMode;
m_Graph = PlayableGraph.Create();
m_Graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
SimpleAnimationPlayable template = new SimpleAnimationPlayable();
var playable = ScriptPlayable<SimpleAnimationPlayable>.Create(m_Graph, template, 1);
m_Playable = playable.GetBehaviour();
m_Playable.onDone += OnPlayableDone;
if (m_States == null)
{
m_States = new EditorState[1];
m_States[0] = new EditorState();
m_States[0].defaultState = true;
m_States[0].name = "Default";
}
if (m_States != null)
{
foreach (var state in m_States)
{
if (state.clip)
{
m_Playable.AddClip(state.clip, state.name);
}
}
}
EnsureDefaultStateExists();
AnimationPlayableUtilities.Play(m_Animator, m_Playable.playable, m_Graph);
Play();
Kick();
m_Initialized = true;
}
private void EnsureDefaultStateExists()
{
if (m_Playable != null && m_Clip != null && m_Playable.GetState(kDefaultStateName) == null)
{
m_Playable.AddClip(m_Clip, kDefaultStateName);
Kick();
}
}
protected virtual void Awake()
{
Initialize();
}
protected void OnDestroy()
{
if (m_Graph.IsValid())
{
m_Graph.Destroy();
}
}
private void OnPlayableDone()
{
m_Graph.Stop();
m_IsPlaying = false;
}
private void RebuildStates()
{
var playableStates = GetStates();
var list = new List<EditorState>();
foreach (var state in playableStates)
{
var newState = new EditorState();
newState.clip = state.clip;
newState.name = state.name;
list.Add(newState);
}
m_States = list.ToArray();
}
}