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326 lines
10 KiB
C#

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