2025-09-24 11:24:38 +05:00

162 lines
3.6 KiB
C#

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