162 lines
3.6 KiB
C#
162 lines
3.6 KiB
C#
namespace Fusion.Addons.AnimationController
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{
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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/// <summary>
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/// Animation state that plays multiple clips. Only one clip can be played at any given moment.
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/// This is useful if you have clips with similar meaning, for example shooting with pistol/rifle/...
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/// </summary>
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public abstract partial class MultiClipState : AnimationState, IAnimationTimeProvider
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{
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// PUBLIC MEMBERS
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public float AnimationTime => _animationTime;
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public float InterpolatedAnimationTime => _interpolatedAnimationTime;
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// PROTECTED MEMBERS
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protected ClipNode[] Nodes => _nodes;
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protected AnimationMixerPlayable Mixer => _mixer;
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// PRIVATE MEMBERS
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[SerializeField]
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private ClipNode[] _nodes;
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private AnimationMixerPlayable _mixer;
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private float _animationTime;
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private float _interpolatedAnimationTime;
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// PUBLIC METHODS
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public void SetAnimationTime(float animationTime)
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{
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_animationTime = animationTime;
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}
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public bool IsFinished(float normalizedTime = 1.0f)
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{
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if (_animationTime < normalizedTime)
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return false;
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return IsActive();
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}
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// MultiClipState INTERFACE
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protected abstract int GetClipID();
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protected virtual void OnClipRestarted() {}
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protected virtual void OnClipFinished() {}
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// AnimationState INTERFACE
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protected override void CreatePlayable()
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{
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_mixer = AnimationMixerPlayable.Create(Controller.Graph, _nodes.Length);
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for (int i = 0, count = _nodes.Length; i < count; ++i)
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{
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ClipNode node = _nodes[i];
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node.CreatePlayable(Controller.Graph);
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_mixer.ConnectInput(i, node.PlayableClip, 0);
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}
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AddPlayable(_mixer, 0);
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}
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protected override void OnDespawned()
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{
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if (_mixer.IsValid() == true)
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{
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_mixer.Destroy();
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}
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for (int i = 0, count = _nodes.Length; i < count; ++i)
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{
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_nodes[i].DestroyPlayable();
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}
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}
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protected override void OnFixedUpdate()
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{
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int clipID = GetClipID();
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for (int i = 0, count = _nodes.Length; i < count; ++i)
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{
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_mixer.SetInputWeight(i, 0.0f);
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}
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_mixer.SetInputWeight(clipID, 1.0f);
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ClipNode node = _nodes[clipID];
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float oldAnimationTime = _animationTime;
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float newAnimationTime = oldAnimationTime + Controller.DeltaTime * node.Speed / node.Length;
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bool clipRestarted = false;
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if (newAnimationTime >= 1.0f)
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{
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if (node.IsLooping == true)
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{
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newAnimationTime %= 1.0f;
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}
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else
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{
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newAnimationTime = 1.0f;
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}
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if (oldAnimationTime < 1.0f)
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{
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clipRestarted = true;
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}
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}
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_animationTime = newAnimationTime;
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node.PlayableClip.SetTime(newAnimationTime * node.Length);
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if (clipRestarted == true)
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{
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if (node.IsLooping == true)
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{
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OnClipRestarted();
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}
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else
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{
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OnClipFinished();
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}
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}
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}
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protected override void OnInterpolate()
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{
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int clipID = GetClipID();
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for (int i = 0, count = _nodes.Length; i < count; ++i)
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{
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_mixer.SetInputWeight(i, 0.0f);
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}
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_mixer.SetInputWeight(clipID, 1.0f);
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ClipNode node = _nodes[clipID];
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node.PlayableClip.SetTime(_interpolatedAnimationTime * node.Length);
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}
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protected override void OnSetDefaults()
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{
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_animationTime = 0.0f;
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}
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// IAnimationTimeProvider INTERFACE
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float IAnimationTimeProvider.AnimationTime { get { return _animationTime; } set { _animationTime = value; } }
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float IAnimationTimeProvider.InterpolatedAnimationTime { get { return _interpolatedAnimationTime; } set { _interpolatedAnimationTime = value; } }
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}
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}
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