init
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>A set of up/right/down/left animations.</summary>
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/// <remarks>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">
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/// Directional Animation Sets</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimationSet
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///
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[CreateAssetMenu(
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menuName = Strings.MenuPrefix + "Directional Animation Set/4 Directions",
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order = Strings.AssetMenuOrder + 3)]
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[AnimancerHelpUrl(typeof(DirectionalAnimationSet))]
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public class DirectionalAnimationSet : ScriptableObject,
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IAnimationClipSource
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{
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _Up;
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/// <summary>[<see cref="SerializeField"/>] The animation facing up (0, 1).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip Up
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{
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get => _Up;
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set
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{
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AssertCanSetClips();
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_Up = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _Right;
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/// <summary>[<see cref="SerializeField"/>] The animation facing right (1, 0).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip Right
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{
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get => _Right;
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set
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{
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AssertCanSetClips();
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_Right = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _Down;
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/// <summary>[<see cref="SerializeField"/>] The animation facing down (0, -1).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip Down
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{
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get => _Down;
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set
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{
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AssertCanSetClips();
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_Down = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _Left;
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/// <summary>[<see cref="SerializeField"/>] The animation facing left (-1, 0).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip Left
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{
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get => _Left;
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set
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{
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AssertCanSetClips();
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_Left = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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#if UNITY_ASSERTIONS
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private bool _AllowSetClips;
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#endif
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/// <summary>[Assert-Only]
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/// Determines whether the <see cref="AnimationClip"/> properties are allowed to be set.
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/// </summary>
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[System.Diagnostics.Conditional(Strings.Assertions)]
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public void AllowSetClips(bool allow = true)
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{
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#if UNITY_ASSERTIONS
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_AllowSetClips = allow;
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#endif
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}
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/// <summary>[Assert-Only]
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/// Throws an <see cref="ArgumentException"/> if <see cref="AllowSetClips"/> wasn't called.
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/// </summary>
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[System.Diagnostics.Conditional(Strings.Assertions)]
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public void AssertCanSetClips()
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{
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#if UNITY_ASSERTIONS
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AnimancerUtilities.Assert(_AllowSetClips,
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$"{nameof(AllowSetClips)}() must be called before attempting to set any of" +
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$" the animations in a {nameof(DirectionalAnimationSet)}" +
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$" to ensure that they are not changed accidentally.");
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#endif
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}
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/************************************************************************************************************************/
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/// <summary>Returns the animation closest to the specified `direction`.</summary>
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public virtual AnimationClip GetClip(Vector2 direction)
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{
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if (direction.x >= 0)
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{
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if (direction.y >= 0)
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return direction.x > direction.y ? _Right : _Up;
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else
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return direction.x > -direction.y ? _Right : _Down;
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}
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else
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{
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if (direction.y >= 0)
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return direction.x < -direction.y ? _Left : _Up;
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else
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return direction.x < direction.y ? _Left : _Down;
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}
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}
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/************************************************************************************************************************/
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#region Directions
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/************************************************************************************************************************/
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/// <summary>The number of animations in this set.</summary>
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public virtual int ClipCount
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=> 4;
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/************************************************************************************************************************/
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/// <summary>Up, Right, Down, or Left.</summary>
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/// <remarks>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">
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/// Directional Animation Sets</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/Direction
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///
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public enum Direction
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{
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/// <summary><see cref="Vector2.up"/>.</summary>
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Up,
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/// <summary><see cref="Vector2.right"/>.</summary>
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Right,
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/// <summary><see cref="Vector2.down"/>.</summary>
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Down,
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/// <summary><see cref="Vector2.left"/>.</summary>
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Left,
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}
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/************************************************************************************************************************/
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/// <summary>Returns the name of the specified `direction`.</summary>
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protected virtual string GetDirectionName(int direction)
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=> ((Direction)direction).ToString();
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/************************************************************************************************************************/
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/// <summary>Returns the animation associated with the specified `direction`.</summary>
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public AnimationClip GetClip(Direction direction)
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=> direction switch
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{
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Direction.Up => _Up,
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Direction.Right => _Right,
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Direction.Down => _Down,
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Direction.Left => _Left,
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_ => throw AnimancerUtilities.CreateUnsupportedArgumentException(direction),
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};
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/// <summary>Returns the animation associated with the specified `direction`.</summary>
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public virtual AnimationClip GetClip(int direction)
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=> GetClip((Direction)direction);
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/************************************************************************************************************************/
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/// <summary>Sets the animation associated with the specified `direction`.</summary>
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public void SetClip(Direction direction, AnimationClip clip)
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{
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switch (direction)
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{
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case Direction.Up: Up = clip; break;
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case Direction.Right: Right = clip; break;
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case Direction.Down: Down = clip; break;
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case Direction.Left: Left = clip; break;
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default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction);
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}
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}
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/// <summary>Sets the animation associated with the specified `direction`.</summary>
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public virtual void SetClip(int direction, AnimationClip clip) => SetClip((Direction)direction, clip);
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/************************************************************************************************************************/
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/// <summary>[Editor-Only]
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/// Attempts to assign the `clip` to one of this set's fields based on its name and
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/// returns the direction index of that field (or -1 if it was unable to determine the direction).
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/// </summary>
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public virtual int SetClipByName(AnimationClip clip)
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{
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var name = clip.name;
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int bestDirection = -1;
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int bestDirectionIndex = -1;
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var directionCount = ClipCount;
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for (int i = 0; i < directionCount; i++)
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{
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var index = name.LastIndexOf(GetDirectionName(i));
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if (bestDirectionIndex < index)
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{
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bestDirectionIndex = index;
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bestDirection = i;
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}
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}
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if (bestDirection >= 0)
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SetClip(bestDirection, clip);
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return bestDirection;
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}
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/************************************************************************************************************************/
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#region Conversion
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/************************************************************************************************************************/
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/// <summary>Returns a vector representing the specified `direction`.</summary>
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public static Vector2 DirectionToVector(Direction direction)
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=> direction switch
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{
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Direction.Up => Vector2.up,
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Direction.Right => Vector2.right,
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Direction.Down => Vector2.down,
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Direction.Left => Vector2.left,
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_ => throw AnimancerUtilities.CreateUnsupportedArgumentException(direction),
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};
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/// <summary>Returns a vector representing the specified `direction`.</summary>
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public virtual Vector2 GetDirection(int direction)
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=> DirectionToVector((Direction)direction);
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/************************************************************************************************************************/
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/// <summary>Returns the direction closest to the specified `vector`.</summary>
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public static Direction VectorToDirection(Vector2 vector)
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{
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if (vector.x >= 0)
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{
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if (vector.y >= 0)
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return vector.x > vector.y ? Direction.Right : Direction.Up;
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else
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return vector.x > -vector.y ? Direction.Right : Direction.Down;
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}
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else
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{
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if (vector.y >= 0)
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return vector.x < -vector.y ? Direction.Left : Direction.Up;
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else
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return vector.x < vector.y ? Direction.Left : Direction.Down;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Returns a copy of the `vector` pointing in the closest direction this set type has an animation for.</summary>
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public static Vector2 SnapVectorToDirection(Vector2 vector)
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{
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var magnitude = vector.magnitude;
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var direction = VectorToDirection(vector);
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vector = DirectionToVector(direction) * magnitude;
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return vector;
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}
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/// <summary>Returns a copy of the `vector` pointing in the closest direction this set has an animation for.</summary>
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public virtual Vector2 Snap(Vector2 vector)
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=> SnapVectorToDirection(vector);
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Collections
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/************************************************************************************************************************/
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/// <summary>Adds all animations from this set to the `clips`, starting from the specified `index`.</summary>
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public void AddClips(AnimationClip[] clips, int index)
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{
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var count = ClipCount;
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for (int i = 0; i < count; i++)
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clips[index + i] = GetClip(i);
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}
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/// <summary>[<see cref="IAnimationClipSource"/>] Adds all animations from this set to the `clips`.</summary>
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public void GetAnimationClips(List<AnimationClip> clips)
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{
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var count = ClipCount;
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for (int i = 0; i < count; i++)
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clips.Add(GetClip(i));
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Adds unit vectors corresponding to each of the animations in this set to the `directions`, starting from
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/// the specified `index`.
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/// </summary>
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public void AddDirections(Vector2[] directions, int index)
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{
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var count = ClipCount;
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for (int i = 0; i < count; i++)
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directions[index + i] = GetDirection(i);
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}
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/************************************************************************************************************************/
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/// <summary>Calls <see cref="AddClips"/> and <see cref="AddDirections"/>.</summary>
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public void AddClipsAndDirections(AnimationClip[] clips, Vector2[] directions, int index)
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{
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AddClips(clips, index);
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AddDirections(directions, index);
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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}
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+11
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6eceeb59a892d074db28203df8e4cd3a
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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+326
@@ -0,0 +1,326 @@
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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using System;
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using UnityEngine;
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|
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namespace Animancer
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{
|
||||
/// <summary>A set of up/right/down/left animations with diagonals as well.</summary>
|
||||
/// <remarks>
|
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">
|
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/// Directional Animation Sets</see>
|
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/// </remarks>
|
||||
/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimationSet8
|
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///
|
||||
[CreateAssetMenu(
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menuName = Strings.MenuPrefix + "Directional Animation Set/8 Directions",
|
||||
order = Strings.AssetMenuOrder + 4)]
|
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[AnimancerHelpUrl(typeof(DirectionalAnimationSet8))]
|
||||
public class DirectionalAnimationSet8 : DirectionalAnimationSet
|
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{
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/************************************************************************************************************************/
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||||
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[SerializeField]
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||||
private AnimationClip _UpRight;
|
||||
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||||
/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally up-right ~(0.7, 0.7).</summary>
|
||||
/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
|
||||
public AnimationClip UpRight
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{
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||||
get => _UpRight;
|
||||
set
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||||
{
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AssertCanSetClips();
|
||||
_UpRight = value;
|
||||
AnimancerUtilities.SetDirty(this);
|
||||
}
|
||||
}
|
||||
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||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
private AnimationClip _DownRight;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally down-right ~(0.7, -0.7).</summary>
|
||||
/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
|
||||
public AnimationClip DownRight
|
||||
{
|
||||
get => _DownRight;
|
||||
set
|
||||
{
|
||||
AssertCanSetClips();
|
||||
_DownRight = value;
|
||||
AnimancerUtilities.SetDirty(this);
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
private AnimationClip _DownLeft;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally down-left ~(-0.7, -0.7).</summary>
|
||||
/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
|
||||
public AnimationClip DownLeft
|
||||
{
|
||||
get => _DownLeft;
|
||||
set
|
||||
{
|
||||
AssertCanSetClips();
|
||||
_DownLeft = value;
|
||||
AnimancerUtilities.SetDirty(this);
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
private AnimationClip _UpLeft;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally up-left ~(-0.7, 0.7).</summary>
|
||||
/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
|
||||
public AnimationClip UpLeft
|
||||
{
|
||||
get => _UpLeft;
|
||||
set
|
||||
{
|
||||
AssertCanSetClips();
|
||||
_UpLeft = value;
|
||||
AnimancerUtilities.SetDirty(this);
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Returns the animation closest to the specified `direction`.</summary>
|
||||
public override AnimationClip GetClip(Vector2 direction)
|
||||
{
|
||||
var angle = Mathf.Atan2(direction.y, direction.x);
|
||||
var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8;
|
||||
return octant switch
|
||||
{
|
||||
0 => Right,
|
||||
1 => _UpRight,
|
||||
2 => Up,
|
||||
3 => _UpLeft,
|
||||
4 => Left,
|
||||
5 => _DownLeft,
|
||||
6 => Down,
|
||||
7 => _DownRight,
|
||||
_ => throw new ArgumentOutOfRangeException("Invalid octant"),
|
||||
};
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#region Directions
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Constants for each of the diagonal directions.</summary>
|
||||
/// <remarks>
|
||||
/// <strong>Documentation:</strong>
|
||||
/// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">
|
||||
/// Directional Animation Sets</see>
|
||||
/// </remarks>
|
||||
/// https://kybernetik.com.au/animancer/api/Animancer/Diagonals
|
||||
///
|
||||
public static class Diagonals
|
||||
{
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>1 / (Square Root of 2).</summary>
|
||||
public const float OneOverSqrt2 = 0.70710678118f;
|
||||
|
||||
/// <summary>A vector with a magnitude of 1 pointing up to the right.</summary>
|
||||
/// <remarks>The value is approximately (0.7, 0.7).</remarks>
|
||||
public static Vector2 UpRight => new(OneOverSqrt2, OneOverSqrt2);
|
||||
|
||||
/// <summary>A vector with a magnitude of 1 pointing down to the right.</summary>
|
||||
/// <remarks>The value is approximately (0.7, -0.7).</remarks>
|
||||
public static Vector2 DownRight => new(OneOverSqrt2, -OneOverSqrt2);
|
||||
|
||||
/// <summary>A vector with a magnitude of 1 pointing down to the left.</summary>
|
||||
/// <remarks>The value is approximately (-0.7, -0.7).</remarks>
|
||||
public static Vector2 DownLeft => new(-OneOverSqrt2, -OneOverSqrt2);
|
||||
|
||||
/// <summary>A vector with a magnitude of 1 pointing up to the left.</summary>
|
||||
/// <remarks>The value is approximately (-0.707, 0.707).</remarks>
|
||||
public static Vector2 UpLeft => new(-OneOverSqrt2, OneOverSqrt2);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override int ClipCount
|
||||
=> 8;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Up, Right, Down, Left, or their diagonals.</summary>
|
||||
/// <remarks>
|
||||
/// <strong>Documentation:</strong>
|
||||
/// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">
|
||||
/// Directional Animation Sets</see>
|
||||
/// </remarks>
|
||||
/// https://kybernetik.com.au/animancer/api/Animancer/Direction
|
||||
///
|
||||
public new enum Direction
|
||||
{
|
||||
/// <summary><see cref="Vector2.up"/>.</summary>
|
||||
Up,
|
||||
|
||||
/// <summary><see cref="Vector2.right"/>.</summary>
|
||||
Right,
|
||||
|
||||
/// <summary><see cref="Vector2.down"/>.</summary>
|
||||
Down,
|
||||
|
||||
/// <summary><see cref="Vector2.left"/>.</summary>
|
||||
Left,
|
||||
|
||||
/// <summary><see cref="Vector2"/>(0.7..., 0.7...).</summary>
|
||||
UpRight,
|
||||
|
||||
/// <summary><see cref="Vector2"/>(0.7..., -0.7...).</summary>
|
||||
DownRight,
|
||||
|
||||
/// <summary><see cref="Vector2"/>(-0.7..., -0.7...).</summary>
|
||||
DownLeft,
|
||||
|
||||
/// <summary><see cref="Vector2"/>(-0.7..., 0.7...).</summary>
|
||||
UpLeft,
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
protected override string GetDirectionName(int direction)
|
||||
=> ((Direction)direction).ToString();
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Returns the animation associated with the specified `direction`.</summary>
|
||||
public AnimationClip GetClip(Direction direction)
|
||||
=> direction switch
|
||||
{
|
||||
Direction.Up => Up,
|
||||
Direction.Right => Right,
|
||||
Direction.Down => Down,
|
||||
Direction.Left => Left,
|
||||
Direction.UpRight => _UpRight,
|
||||
Direction.DownRight => _DownRight,
|
||||
Direction.DownLeft => _DownLeft,
|
||||
Direction.UpLeft => _UpLeft,
|
||||
_ => throw AnimancerUtilities.CreateUnsupportedArgumentException(direction),
|
||||
};
|
||||
|
||||
public override AnimationClip GetClip(int direction)
|
||||
=> GetClip((Direction)direction);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Sets the animation associated with the specified `direction`.</summary>
|
||||
public void SetClip(Direction direction, AnimationClip clip)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case Direction.Up: Up = clip; break;
|
||||
case Direction.Right: Right = clip; break;
|
||||
case Direction.Down: Down = clip; break;
|
||||
case Direction.Left: Left = clip; break;
|
||||
case Direction.UpRight: UpRight = clip; break;
|
||||
case Direction.DownRight: DownRight = clip; break;
|
||||
case Direction.DownLeft: DownLeft = clip; break;
|
||||
case Direction.UpLeft: UpLeft = clip; break;
|
||||
default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction);
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetClip(int direction, AnimationClip clip)
|
||||
=> SetClip((Direction)direction, clip);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Returns a vector representing the specified `direction`.</summary>
|
||||
public static Vector2 DirectionToVector(Direction direction)
|
||||
=> direction switch
|
||||
{
|
||||
Direction.Up => Vector2.up,
|
||||
Direction.Right => Vector2.right,
|
||||
Direction.Down => Vector2.down,
|
||||
Direction.Left => Vector2.left,
|
||||
Direction.UpRight => Diagonals.UpRight,
|
||||
Direction.DownRight => Diagonals.DownRight,
|
||||
Direction.DownLeft => Diagonals.DownLeft,
|
||||
Direction.UpLeft => Diagonals.UpLeft,
|
||||
_ => throw AnimancerUtilities.CreateUnsupportedArgumentException(direction),
|
||||
};
|
||||
|
||||
public override Vector2 GetDirection(int direction)
|
||||
=> DirectionToVector((Direction)direction);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Returns the direction closest to the specified `vector`.</summary>
|
||||
public new static Direction VectorToDirection(Vector2 vector)
|
||||
{
|
||||
var angle = Mathf.Atan2(vector.y, vector.x);
|
||||
var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8;
|
||||
return octant switch
|
||||
{
|
||||
0 => Direction.Right,
|
||||
1 => Direction.UpRight,
|
||||
2 => Direction.Up,
|
||||
3 => Direction.UpLeft,
|
||||
4 => Direction.Left,
|
||||
5 => Direction.DownLeft,
|
||||
6 => Direction.Down,
|
||||
7 => Direction.DownRight,
|
||||
_ => throw new ArgumentOutOfRangeException("Invalid octant"),
|
||||
};
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Returns a copy of the `vector` pointing in the closest direction
|
||||
/// which this set type has an animation for.
|
||||
/// </summary>
|
||||
public new static Vector2 SnapVectorToDirection(Vector2 vector)
|
||||
{
|
||||
var magnitude = vector.magnitude;
|
||||
var direction = VectorToDirection(vector);
|
||||
vector = DirectionToVector(direction) * magnitude;
|
||||
return vector;
|
||||
}
|
||||
|
||||
public override Vector2 Snap(Vector2 vector)
|
||||
=> SnapVectorToDirection(vector);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override int SetClipByName(AnimationClip clip)
|
||||
{
|
||||
var name = clip.name;
|
||||
|
||||
var directionCount = ClipCount;
|
||||
for (int i = directionCount - 1; i >= 0; i--)
|
||||
{
|
||||
if (name.Contains(GetDirectionName(i)))
|
||||
{
|
||||
SetClip(i, clip);
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
}
|
||||
}
|
||||
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b5b6ac0c7ebd7b41b307d920db7b245
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+402
@@ -0,0 +1,402 @@
|
||||
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Animancer
|
||||
{
|
||||
/// <summary>A <see cref="DirectionalAnimations3D{T}"/> using <see cref="int"/> as the group type.</summary>
|
||||
///
|
||||
/// <remarks>
|
||||
/// <strong>Sample:</strong>
|
||||
/// <see href="https://kybernetik.com.au/animancer/docs/samples/sprites/character-3d">
|
||||
/// Directional Character 3D</see>
|
||||
/// </remarks>
|
||||
///
|
||||
/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimations3D
|
||||
///
|
||||
[AddComponentMenu(Strings.MenuPrefix + "Directional Animations 3D")]
|
||||
[AnimancerHelpUrl(typeof(DirectionalAnimations3D))]
|
||||
public class DirectionalAnimations3D : DirectionalAnimations3D<int> { }
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// A component which manages a screen-facing billboard and plays animations from a
|
||||
/// <see cref="DirectionalAnimationSet"/> to make it look like a <see cref="Sprite"/>
|
||||
/// based character is facing a particular direction in 3D space.
|
||||
/// </summary>
|
||||
///
|
||||
/// <remarks>
|
||||
/// <strong>Sample:</strong>
|
||||
/// <see href="https://kybernetik.com.au/animancer/docs/samples/sprites/character-3d">
|
||||
/// Directional Character 3D</see>
|
||||
/// </remarks>
|
||||
///
|
||||
/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimations3D_1
|
||||
///
|
||||
[AnimancerHelpUrl(typeof(DirectionalAnimations3D<>))]
|
||||
public class DirectionalAnimations3D<TGroup> : MonoBehaviour
|
||||
{
|
||||
/************************************************************************************************************************/
|
||||
#region Fields and Properties
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The object to rotate according to the " + nameof(Mode))]
|
||||
private Transform _Transform;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The object to rotate according to the <see cref="Mode"/>.
|
||||
/// </summary>
|
||||
/// <remarks>Uses this <see cref="Component.transform"/> by default.</remarks>
|
||||
public ref Transform Transform
|
||||
=> ref _Transform;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The " + nameof(UnityEngine.Camera) + " to make the " + nameof(Transform) + " face towards" +
|
||||
"\n\nLeave this null to automatically use the Main Camera")]
|
||||
private Transform _Camera;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The <see cref="UnityEngine.Camera"/> to make the <see cref="Transform"/> face towards.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Leave this <c>null</c> to automatically use the <see cref="Camera.main"/>.
|
||||
/// </remarks>
|
||||
public Transform Camera
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_Camera == null)
|
||||
{
|
||||
var camera = UnityEngine.Camera.main;
|
||||
if (camera != null)
|
||||
_Camera = camera.transform;
|
||||
}
|
||||
|
||||
return _Camera;
|
||||
}
|
||||
set => _Camera = value;
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The " + nameof(AnimancerComponent) + " to play animations on")]
|
||||
private AnimancerComponent _Animancer;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The <see cref="AnimancerComponent"/> to play animations on.
|
||||
/// </summary>
|
||||
public ref AnimancerComponent Animancer
|
||||
=> ref _Animancer;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The " + nameof(DirectionalAnimationSet) + " to play animations from" +
|
||||
" (Forwards in 3D space corresponds to the Up animation)")]
|
||||
private DirectionalAnimationSet _Animations;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The animations to choose between based on the <see cref="Forward"/> direction.
|
||||
/// </summary>
|
||||
/// <remarks>Forwards in 3D space corresponds to the Up animation.</remarks>
|
||||
public ref DirectionalAnimationSet Animations
|
||||
=> ref _Animations;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The World-Space direction this character is facing used to select which animation to play")]
|
||||
private Vector3 _Forward = Vector3.forward;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The World-Space direction this character is facing used to select which animation to play.
|
||||
/// </summary>
|
||||
public Vector3 Forward
|
||||
{
|
||||
get => _Forward;
|
||||
set
|
||||
{
|
||||
_Forward = value;
|
||||
if (!enabled)
|
||||
PlayCurrentAnimation(TimeSynchronizer.CurrentGroup);
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Functions used to face the <see cref="Transform"/> towards the <see cref="Camera"/>.</summary>
|
||||
public enum BillboardMode
|
||||
{
|
||||
/// <summary>Don't control the <see cref="Transform"/>.</summary>
|
||||
None,
|
||||
|
||||
/// <summary>Copy the <see cref="Camera"/> 's rotation.</summary>
|
||||
MatchRotation,
|
||||
|
||||
/// <summary>Face the <see cref="Camera"/>'s position.</summary>
|
||||
FacePosition,
|
||||
|
||||
/// <summary>As <see cref="MatchRotation"/>, but only rotate around the Y axis.</summary>
|
||||
UprightMatchRotation,
|
||||
|
||||
/// <summary>As <see cref="FacePosition"/>, but only rotate around the Y axis.</summary>
|
||||
UprightFacePosition,
|
||||
|
||||
/// <summary>
|
||||
/// As <see cref="UprightMatchRotation"/>,
|
||||
/// and also scale on the Y axis to maintain the same screen size
|
||||
/// regardless of the <see cref="Camera"/>'s Euler X Angle.</summary>
|
||||
/// <remarks>Only use this mode with an Orthographic Camera</remarks>
|
||||
UprightMatchRotationStretched,
|
||||
|
||||
/// <summary>
|
||||
/// As <see cref="UprightFacePosition"/>,
|
||||
/// and also scale on the Y axis to maintain the same screen size
|
||||
/// regardless of the <see cref="Camera"/>'s Euler X Angle.</summary>
|
||||
/// <remarks>Only use this mode with an Orthographic Camera</remarks>
|
||||
UprightFacePositionStretched,
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The function used to face the " + nameof(Transform) + " towards the " + nameof(Camera) + ":" +
|
||||
"\n• None - Don't control the " + nameof(Transform) +
|
||||
"\n• Match Rotation - Copy the " + nameof(Camera) + "'s rotation" +
|
||||
"\n• Face Position - Face the " + nameof(Camera) + "'s position" +
|
||||
"\n• Upright - As above, but only rotate around the Y axis" +
|
||||
"\n• Stretched - As above, and also scale on the Y axis to maintain the same screen size" +
|
||||
" regardless of the " + nameof(Camera) + "'s Euler X Angle (only use with an Orthographic Camera)")]
|
||||
private BillboardMode _Mode = BillboardMode.UprightMatchRotation;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The function used to face the <see cref="Transform"/> towards the <see cref="Camera"/>.
|
||||
/// </summary>
|
||||
public BillboardMode Mode
|
||||
{
|
||||
get => _Mode;
|
||||
set
|
||||
{
|
||||
_Mode = value;
|
||||
ResetScaleIfNotStretched();
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Maintains the <see cref="AnimancerState.NormalizedTime"/> when swapping between animations.
|
||||
/// </summary>
|
||||
public readonly TimeSynchronizer<TGroup>
|
||||
TimeSynchronizer = new(default, true);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
#region Methods
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Finds missing references,
|
||||
/// samples the current animation,
|
||||
/// and resets the scale to 1 if not using a stretched mode.
|
||||
/// </summary>
|
||||
protected virtual void OnValidate()
|
||||
{
|
||||
gameObject.GetComponentInParentOrChildren(ref _Transform);
|
||||
gameObject.GetComponentInParentOrChildren(ref _Animancer);
|
||||
|
||||
if (TryGetCurrentAnimation(out var animation))
|
||||
AnimancerUtilities.EditModeSampleAnimation(animation, _Animancer);
|
||||
|
||||
ResetScaleIfNotStretched();
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Finds missing references,
|
||||
/// samples the current animation,
|
||||
/// and resets the scale to 1 if not using a stretched mode.
|
||||
/// </summary>
|
||||
protected virtual void OnDrawGizmosSelected()
|
||||
{
|
||||
if (TryGetCurrentAnimation(out var animation))
|
||||
AnimancerUtilities.EditModeSampleAnimation(animation, _Animancer);
|
||||
|
||||
if (_Transform == null)
|
||||
return;
|
||||
|
||||
var position = _Transform.position;
|
||||
var length = 1f;
|
||||
|
||||
var renderer = GetComponentInChildren<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
var bounds = renderer.bounds;
|
||||
position.y += bounds.extents.y;
|
||||
length = bounds.extents.magnitude;
|
||||
}
|
||||
|
||||
Gizmos.color = new(0.75f, 0.75f, 1, 1);
|
||||
Gizmos.DrawRay(position, Forward.normalized * length);
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Applies the <see cref="Mode"/> then plays the appropriate animation
|
||||
/// based on the current rotation and <see cref="Forward"/> direction.
|
||||
/// </summary>
|
||||
protected virtual void Update()
|
||||
{
|
||||
UpdateTransform();
|
||||
PlayCurrentAnimation(TimeSynchronizer.CurrentGroup);
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Applies the <see cref="Mode"/>.</summary>
|
||||
public void UpdateTransform()
|
||||
{
|
||||
switch (_Mode)
|
||||
{
|
||||
default:
|
||||
case BillboardMode.None:
|
||||
break;
|
||||
|
||||
case BillboardMode.MatchRotation:
|
||||
_Transform.rotation = Camera.rotation;
|
||||
break;
|
||||
|
||||
case BillboardMode.FacePosition:
|
||||
_Transform.rotation = Quaternion.LookRotation(_Transform.position - Camera.position);
|
||||
break;
|
||||
|
||||
case BillboardMode.UprightMatchRotation:
|
||||
_Transform.eulerAngles = new(0, Camera.eulerAngles.y, 0);
|
||||
break;
|
||||
|
||||
case BillboardMode.UprightFacePosition:
|
||||
var direction = _Transform.position - Camera.position;
|
||||
_Transform.eulerAngles = new(
|
||||
0,
|
||||
Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg,
|
||||
0);
|
||||
break;
|
||||
|
||||
case BillboardMode.UprightMatchRotationStretched:
|
||||
var eulerAngles = Camera.eulerAngles;
|
||||
_Transform.eulerAngles = new(0, eulerAngles.y, 0);
|
||||
StretchHeight(eulerAngles.x);
|
||||
break;
|
||||
|
||||
case BillboardMode.UprightFacePositionStretched:
|
||||
StretchHeight(Camera.eulerAngles.x);
|
||||
goto case BillboardMode.UprightFacePosition;
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Scales the <see cref="Transform"/> on the Y axis to maintain the same screen size
|
||||
/// regardless of the <see cref="Camera"/>'s Euler X Angle.
|
||||
/// </summary>
|
||||
/// <remarks>This calculation only makes sense with an orthographic camera.</remarks>
|
||||
private void StretchHeight(float eulerX)
|
||||
{
|
||||
if (eulerX > 180)
|
||||
eulerX -= 360;
|
||||
else if (eulerX < -180)
|
||||
eulerX += 360;
|
||||
|
||||
_Transform.localScale = new(
|
||||
1,
|
||||
1 / Mathf.Cos(eulerX * Mathf.Deg2Rad),
|
||||
1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the <see cref="Transform.localScale"/> to 1 if not using a stretched <see cref="Mode"/>.
|
||||
/// </summary>
|
||||
private void ResetScaleIfNotStretched()
|
||||
{
|
||||
if (_Transform == null)
|
||||
return;
|
||||
|
||||
switch (_Mode)
|
||||
{
|
||||
case BillboardMode.UprightMatchRotationStretched:
|
||||
case BillboardMode.UprightFacePositionStretched:
|
||||
break;
|
||||
|
||||
default:
|
||||
_Transform.localScale = Vector3.one;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Sets the <see cref="Animations"/> and plays the appropriate animation
|
||||
/// based on the current rotation and <see cref="Forward"/> direction.
|
||||
/// </summary>
|
||||
public void SetAnimations(DirectionalAnimationSet animations, TGroup group = default)
|
||||
{
|
||||
_Animations = animations;
|
||||
PlayCurrentAnimation(group);
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Plays the appropriate animation based on the current rotation and <see cref="Forward"/> direction.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If the `group` is the same as the previous, the new animation will be given the same
|
||||
/// <see cref="AnimancerState.NormalizedTime"/> as the previous.
|
||||
/// </remarks>
|
||||
public void PlayCurrentAnimation(TGroup group)
|
||||
{
|
||||
if (TryGetCurrentAnimation(out var animation))
|
||||
{
|
||||
TimeSynchronizer.StoreTime(_Animancer);
|
||||
|
||||
_Animancer.Play(animation);
|
||||
|
||||
TimeSynchronizer.SyncTime(_Animancer, group);
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Tries to get an appropriate animation based on the current rotation and <see cref="Forward"/> direction.
|
||||
/// </summary>
|
||||
private bool TryGetCurrentAnimation(out AnimationClip animation)
|
||||
{
|
||||
if (_Animations == null ||
|
||||
_Forward == default)
|
||||
{
|
||||
animation = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
var localForward = _Transform.InverseTransformDirection(_Forward);
|
||||
var horizontalForward = new Vector2(localForward.x, localForward.z);
|
||||
|
||||
animation = _Animations.GetClip(horizontalForward);
|
||||
return true;
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
}
|
||||
}
|
||||
|
||||
+13
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 39d4b0d1540fd634c9ad4c6a16a999c5
|
||||
labels:
|
||||
- Example
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+100
@@ -0,0 +1,100 @@
|
||||
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Animancer
|
||||
{
|
||||
/// <summary>A <see cref="ClipTransition"/> which gets its clip from a <see cref="DirectionalAnimationSet"/>.</summary>
|
||||
///
|
||||
/// <remarks>
|
||||
/// <para></para>
|
||||
/// <strong>Documentation:</strong>
|
||||
/// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">
|
||||
/// Directional Animation Sets</see>
|
||||
/// <para></para>
|
||||
/// <strong>Example:</strong><code>
|
||||
/// // Leave the Clip field empty in the Inspector and assign its AnimationSet instead.
|
||||
/// [SerializeField] private DirectionalClipTransition _Transition;
|
||||
///
|
||||
/// ...
|
||||
///
|
||||
/// // Then you can just call SetDirection and Play it like any other transition.
|
||||
/// // All of the transition's details like Fade Duration and Events will be applied to whichever clip is plays.
|
||||
/// _Transition.SetDirection(Vector2.right);
|
||||
/// _Animancer.Play(_Transition);
|
||||
/// </code></remarks>
|
||||
///
|
||||
/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalClipTransition
|
||||
///
|
||||
[Serializable]
|
||||
public class DirectionalClipTransition : ClipTransition,
|
||||
ICopyable<DirectionalClipTransition>
|
||||
{
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("The animations which used to determine the " + nameof(Clip))]
|
||||
private DirectionalAnimationSet _AnimationSet;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The <see cref="DirectionalAnimationSet"/> used to determine the <see cref="ClipTransition.Clip"/>.
|
||||
/// </summary>
|
||||
public ref DirectionalAnimationSet AnimationSet
|
||||
=> ref _AnimationSet;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override UnityEngine.Object MainObject
|
||||
=> _AnimationSet;
|
||||
|
||||
/// <summary>The name of the serialized backing field of <see cref="AnimationSet"/>.</summary>
|
||||
public const string AnimationSetField = nameof(_AnimationSet);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
|
||||
public void SetDirection(Vector2 direction)
|
||||
=> Clip = _AnimationSet.GetClip(direction);
|
||||
|
||||
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
|
||||
public void SetDirection(int direction)
|
||||
=> Clip = _AnimationSet.GetClip(direction);
|
||||
|
||||
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
|
||||
public void SetDirection(DirectionalAnimationSet.Direction direction)
|
||||
=> Clip = _AnimationSet.GetClip(direction);
|
||||
|
||||
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
|
||||
public void SetDirection(DirectionalAnimationSet8.Direction direction)
|
||||
=> Clip = _AnimationSet.GetClip((int)direction);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
|
||||
{
|
||||
base.GatherAnimationClips(clips);
|
||||
clips.GatherFromSource(_AnimationSet);
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <inheritdoc/>
|
||||
public virtual void CopyFrom(DirectionalClipTransition copyFrom, CloneContext context)
|
||||
{
|
||||
base.CopyFrom(copyFrom, context);
|
||||
|
||||
if (copyFrom == null)
|
||||
{
|
||||
_AnimationSet = default;
|
||||
return;
|
||||
}
|
||||
|
||||
_AnimationSet = copyFrom._AnimationSet;
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
}
|
||||
}
|
||||
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5125aedb0106a4443a684797d8c73344
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user