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https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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326 lines
10 KiB
C#
326 lines
10 KiB
C#
using System.Collections.Generic;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// A Playable Asset that represents a single AnimationClip clip.
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/// </summary>
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[System.Serializable, NotKeyable]
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public partial class AnimationPlayableAsset : PlayableAsset, ITimelineClipAsset, IPropertyPreview
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{
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/// <summary>
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/// Whether the source AnimationClip loops during playback.
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/// </summary>
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public enum LoopMode
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{
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/// <summary>
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/// Use the loop time setting from the source AnimationClip.
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/// </summary>
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[Tooltip("Use the loop time setting from the source AnimationClip.")]
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UseSourceAsset = 0,
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/// <summary>
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/// The source AnimationClip loops during playback.
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/// </summary>
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[Tooltip("The source AnimationClip loops during playback.")]
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On = 1,
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/// <summary>
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/// The source AnimationClip does not loop during playback.
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/// </summary>
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[Tooltip("The source AnimationClip does not loop during playback.")]
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Off = 2
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}
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[SerializeField] private AnimationClip m_Clip;
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[SerializeField] private Vector3 m_Position = Vector3.zero;
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[SerializeField] private Vector3 m_EulerAngles = Vector3.zero;
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[SerializeField] private bool m_UseTrackMatchFields = true;
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[SerializeField] private MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All;
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[SerializeField] private bool m_RemoveStartOffset = true; // set by animation track prior to compilation
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[SerializeField] private bool m_ApplyFootIK = true;
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[SerializeField] private LoopMode m_Loop = LoopMode.UseSourceAsset;
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#if UNITY_EDITOR
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private AnimationOffsetPlayable m_AnimationOffsetPlayable;
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#endif
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/// <summary>
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/// The translational offset of the clip
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/// </summary>
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public Vector3 position
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{
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get
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{
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return m_Position;
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}
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set
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{
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m_Position = value;
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#if UNITY_EDITOR
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if (m_AnimationOffsetPlayable.IsValid())
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m_AnimationOffsetPlayable.SetPosition(position);
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#endif
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}
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}
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/// <summary>
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/// The rotational offset of the clip, expressed as a Quaternion
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/// </summary>
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public Quaternion rotation
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{
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get
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{
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return Quaternion.Euler(m_EulerAngles);
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}
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set
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{
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m_EulerAngles = value.eulerAngles;
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#if UNITY_EDITOR
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if (m_AnimationOffsetPlayable.IsValid())
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m_AnimationOffsetPlayable.SetRotation(value);
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#endif
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}
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}
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/// <summary>
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/// The rotational offset of the clip, expressed in Euler angles
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/// </summary>
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public Vector3 eulerAngles
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{
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get { return m_EulerAngles; }
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set
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{
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m_EulerAngles = value;
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#if UNITY_EDITOR
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if (m_AnimationOffsetPlayable.IsValid())
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m_AnimationOffsetPlayable.SetRotation(rotation);
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#endif
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}
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}
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/// <summary>
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/// Specifies whether to use offset matching options as defined by the track.
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/// </summary>
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public bool useTrackMatchFields
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{
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get { return m_UseTrackMatchFields; }
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set { m_UseTrackMatchFields = value; }
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}
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/// <summary>
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/// Specifies which fields should be matched when aligning offsets.
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/// </summary>
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public MatchTargetFields matchTargetFields
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{
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get { return m_MatchTargetFields; }
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set { m_MatchTargetFields = value; }
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}
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/// <summary>
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/// Whether to make the animation clip play relative to its first keyframe.
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/// </summary>
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/// <remarks>
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/// This option only applies to animation clips that animate Transform components.
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/// </remarks>
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public bool removeStartOffset
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{
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get { return m_RemoveStartOffset; }
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set { m_RemoveStartOffset = value; }
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}
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/// <summary>
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/// Enable to apply foot IK to the AnimationClip when the target is humanoid.
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/// </summary>
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public bool applyFootIK
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{
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get { return m_ApplyFootIK; }
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set { m_ApplyFootIK = value; }
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}
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/// <summary>
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/// Whether the source AnimationClip loops during playback
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/// </summary>
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public LoopMode loop
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{
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get { return m_Loop; }
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set { m_Loop = value; }
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}
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internal bool hasRootTransforms
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{
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get { return m_Clip != null && HasRootTransforms(m_Clip); }
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}
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// used for legacy 'scene' mode.
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internal AppliedOffsetMode appliedOffsetMode { get; set; }
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/// <summary>
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/// The source animation clip
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/// </summary>
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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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if (value != null)
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name = "AnimationPlayableAsset of " + value.name;
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m_Clip = value;
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}
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}
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/// <summary>
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/// Returns the duration required to play the animation clip exactly once
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/// </summary>
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public override double duration
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{
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get
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{
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double length = TimeUtility.GetAnimationClipLength(clip);
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if (length < float.Epsilon)
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return base.duration;
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return length;
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}
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}
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/// <summary>
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/// Returns a description of the PlayableOutputs that may be created for this asset.
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/// </summary>
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public override IEnumerable<PlayableBinding> outputs
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{
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get { yield return AnimationPlayableBinding.Create(name, this); }
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}
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/// <summary>
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/// Creates the root of a Playable subgraph to play the animation clip.
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/// </summary>
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/// <param name="graph">PlayableGraph that will own the playable</param>
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/// <param name="go">The gameobject that triggered the graph build</param>
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/// <returns>The root playable of the subgraph</returns>
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public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
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{
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Playable root = CreatePlayable(graph, m_Clip, position, eulerAngles, removeStartOffset, appliedOffsetMode, applyFootIK, m_Loop);
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#if UNITY_EDITOR
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m_AnimationOffsetPlayable = AnimationOffsetPlayable.Null;
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if (root.IsValid() && root.IsPlayableOfType<AnimationOffsetPlayable>())
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{
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m_AnimationOffsetPlayable = (AnimationOffsetPlayable)root;
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}
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LiveLink();
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#endif
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return root;
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}
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internal static Playable CreatePlayable(PlayableGraph graph, AnimationClip clip, Vector3 positionOffset, Vector3 eulerOffset, bool removeStartOffset, AppliedOffsetMode mode, bool applyFootIK, LoopMode loop)
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{
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if (clip == null || clip.legacy)
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return Playable.Null;
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var clipPlayable = AnimationClipPlayable.Create(graph, clip);
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clipPlayable.SetRemoveStartOffset(removeStartOffset);
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clipPlayable.SetApplyFootIK(applyFootIK);
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clipPlayable.SetOverrideLoopTime(loop != LoopMode.UseSourceAsset);
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clipPlayable.SetLoopTime(loop == LoopMode.On);
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Playable root = clipPlayable;
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if (ShouldApplyScaleRemove(mode))
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{
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var removeScale = AnimationRemoveScalePlayable.Create(graph, 1);
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graph.Connect(root, 0, removeScale, 0);
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removeScale.SetInputWeight(0, 1.0f);
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root = removeScale;
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}
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if (ShouldApplyOffset(mode, clip))
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{
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var offsetPlayable = AnimationOffsetPlayable.Create(graph, positionOffset, Quaternion.Euler(eulerOffset), 1);
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graph.Connect(root, 0, offsetPlayable, 0);
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offsetPlayable.SetInputWeight(0, 1.0F);
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root = offsetPlayable;
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}
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return root;
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}
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private static bool ShouldApplyOffset(AppliedOffsetMode mode, AnimationClip clip)
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{
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if (mode == AppliedOffsetMode.NoRootTransform || mode == AppliedOffsetMode.SceneOffsetLegacy)
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return false;
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return HasRootTransforms(clip);
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}
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private static bool ShouldApplyScaleRemove(AppliedOffsetMode mode)
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{
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return mode == AppliedOffsetMode.SceneOffsetLegacyEditor || mode == AppliedOffsetMode.SceneOffsetLegacy || mode == AppliedOffsetMode.TransformOffsetLegacy;
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}
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#if UNITY_EDITOR
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public void LiveLink()
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{
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if (m_AnimationOffsetPlayable.IsValid())
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{
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m_AnimationOffsetPlayable.SetPosition(position);
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m_AnimationOffsetPlayable.SetRotation(rotation);
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}
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}
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#endif
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/// <summary>
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/// Returns the capabilities of TimelineClips that contain a AnimationPlayableAsset
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/// </summary>
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public ClipCaps clipCaps
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{
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get
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{
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var caps = ClipCaps.All;
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if (m_Clip == null || (m_Loop == LoopMode.Off) || (m_Loop == LoopMode.UseSourceAsset && !m_Clip.isLooping))
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caps &= ~ClipCaps.Looping;
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// empty clips don't support clip in. This allows trim operations to simply become
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// move operations
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if (m_Clip == null || m_Clip.empty)
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caps &= ~ClipCaps.ClipIn;
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return caps;
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}
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}
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/// <summary>
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/// Resets the offsets to default values
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/// </summary>
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public void ResetOffsets()
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{
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position = Vector3.zero;
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eulerAngles = Vector3.zero;
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}
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/// <inheritdoc/>
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public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
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{
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driver.AddFromClip(m_Clip);
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}
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internal static bool HasRootTransforms(AnimationClip clip)
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{
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if (clip == null || clip.empty)
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return false;
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return clip.hasRootMotion || clip.hasGenericRootTransform || clip.hasMotionCurves || clip.hasRootCurves;
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}
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}
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}
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