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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
- #if UNITY_EDITOR
- using System.IO;
- using UnityEditor;
- using UnityEditor.Animations;
- using UnityEngine;
- using Object = UnityEngine.Object;
- namespace Animancer.Editor
- {
- /// <summary>[Editor-Only]
- /// Context menu functions for generating <see cref="TransitionAsset"/>s
- /// based on the contents of Animator Controllers.
- /// </summary>
- /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionAssetGenerator
- public static class TransitionAssetGenerator
- {
- /************************************************************************************************************************/
- /// <summary>
- /// Creates a <see cref="TransitionAsset"/> from the <see cref="MenuCommand.context"/>.
- /// </summary>
- [MenuItem("CONTEXT/" + nameof(AnimatorState) + "/Generate Transition")]
- [MenuItem("CONTEXT/" + nameof(BlendTree) + "/Generate Transition")]
- [MenuItem("CONTEXT/" + nameof(AnimatorStateTransition) + "/Generate Transition")]
- [MenuItem("CONTEXT/" + nameof(AnimatorStateMachine) + "/Generate Transitions")]
- private static void GenerateTransition(MenuCommand command)
- {
- var context = command.context;
- if (context is AnimatorState state)
- {
- Selection.activeObject = GenerateTransition(state);
- }
- else if (context is BlendTree blendTree)
- {
- Selection.activeObject = GenerateTransition(null, blendTree);
- }
- else if (context is AnimatorStateTransition transition)
- {
- Selection.activeObject = GenerateTransition(transition);
- }
- else if (context is AnimatorStateMachine stateMachine)// Layer or Sub-State Machine.
- {
- Selection.activeObject = GenerateTransitions(stateMachine);
- }
- }
- /************************************************************************************************************************/
- /// <summary>Creates an <see cref="TransitionAssetBase"/> from the `state`.</summary>
- public static Object GenerateTransition(AnimatorState state)
- => GenerateTransition(state, state.motion);
- /************************************************************************************************************************/
- /// <summary>Creates an <see cref="TransitionAssetBase"/> from the `motion`.</summary>
- public static Object GenerateTransition(Object originalAsset, Motion motion)
- {
- if (motion is BlendTree blendTree)
- {
- return GenerateTransition(originalAsset as AnimatorState, blendTree);
- }
- else if (motion is AnimationClip || motion == null)
- {
- var asset = ScriptableObject.CreateInstance<TransitionAsset>();
- asset.Transition = new ClipTransition
- {
- Clip = motion as AnimationClip,
- };
- GetDetailsFromState(
- originalAsset as AnimatorState,
- asset.Transition as ITransitionDetailed);
- SaveTransition(originalAsset, asset);
- return asset;
- }
- else
- {
- Debug.LogError($"Unsupported {nameof(Motion)} Type: {motion.GetType()}");
- return null;
- }
- }
- /************************************************************************************************************************/
- /// <summary>Initializes the `transition` based on the `state`.</summary>
- public static void GetDetailsFromState(AnimatorState state, ITransitionDetailed transition)
- {
- if (state == null ||
- transition == null)
- return;
- transition.Speed = state.speed;
- var isForwards = state.speed >= 0;
- var defaultEndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(state.speed);
- var endTime = defaultEndTime;
- var exitTransitions = state.transitions;
- for (int i = 0; i < exitTransitions.Length; i++)
- {
- var exitTransition = exitTransitions[i];
- if (exitTransition.hasExitTime)
- {
- if (isForwards)
- {
- if (endTime > exitTransition.exitTime)
- endTime = exitTransition.exitTime;
- }
- else
- {
- if (endTime < exitTransition.exitTime)
- endTime = exitTransition.exitTime;
- }
- }
- }
- if (endTime != defaultEndTime &&
- AnimancerUtilities.TryGetWrappedObject(transition, out IHasEvents events))
- {
- events.SerializedEvents ??= new();
- events.SerializedEvents.SetNormalizedEndTime(endTime);
- }
- }
- /************************************************************************************************************************/
- /// <summary>Creates an <see cref="TransitionAssetBase"/> from the `blendTree`.</summary>
- public static Object GenerateTransition(AnimatorState state, BlendTree blendTree)
- {
- var asset = CreateTransition(blendTree);
- if (asset == null)
- return null;
- if (state != null)
- asset.name = state.name;
- AnimancerUtilities.TryGetWrappedObject(asset, out ITransitionDetailed detailed);
- GetDetailsFromState(state, detailed);
- SaveTransition(blendTree, asset);
- return asset;
- }
- /************************************************************************************************************************/
- /// <summary>Creates an <see cref="TransitionAssetBase"/> from the `transition`.</summary>
- public static Object GenerateTransition(AnimatorStateTransition transition)
- {
- Object animancerTransition = null;
- if (transition.destinationStateMachine != null)
- animancerTransition = GenerateTransitions(transition.destinationStateMachine);
- if (transition.destinationState != null)
- animancerTransition = GenerateTransition(transition.destinationState);
- return animancerTransition;
- }
- /************************************************************************************************************************/
- /// <summary>Creates <see cref="TransitionAssetBase"/>s from all states in the `stateMachine`.</summary>
- public static Object GenerateTransitions(AnimatorStateMachine stateMachine)
- {
- Object transition = null;
- foreach (var child in stateMachine.stateMachines)
- transition = GenerateTransitions(child.stateMachine);
- foreach (var child in stateMachine.states)
- transition = GenerateTransition(child.state);
- return transition;
- }
- /************************************************************************************************************************/
- /// <summary>Creates an <see cref="TransitionAssetBase"/> from the `blendTree`.</summary>
- public static Object CreateTransition(BlendTree blendTree)
- {
- switch (blendTree.blendType)
- {
- case BlendTreeType.Simple1D:
- var linearAsset = ScriptableObject.CreateInstance<TransitionAsset>();
- linearAsset.Transition = InitializeChildren1D(blendTree);
- return linearAsset;
- case BlendTreeType.SimpleDirectional2D:
- case BlendTreeType.FreeformDirectional2D:
- var directionalAsset = ScriptableObject.CreateInstance<TransitionAsset>();
- directionalAsset.Transition = new MixerTransition2D
- {
- Type = MixerTransition2D.MixerType.Directional
- };
- directionalAsset.Transition = InitializeChildren2D(blendTree);
- return directionalAsset;
- case BlendTreeType.FreeformCartesian2D:
- var cartesianAsset = ScriptableObject.CreateInstance<TransitionAsset>();
- cartesianAsset.Transition = new MixerTransition2D
- {
- Type = MixerTransition2D.MixerType.Cartesian
- };
- cartesianAsset.Transition = InitializeChildren2D(blendTree);
- return cartesianAsset;
- case BlendTreeType.Direct:
- var manualAsset = ScriptableObject.CreateInstance<TransitionAsset>();
- InitializeChildren<ManualMixerTransition, ManualMixerState>(out var transition, blendTree);
- manualAsset.Transition = transition;
- return manualAsset;
- default:
- Debug.LogError($"Unsupported {nameof(BlendTreeType)}: {blendTree.blendType}");
- return null;
- }
- }
- /************************************************************************************************************************/
- /// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
- public static LinearMixerTransition InitializeChildren1D(BlendTree blendTree)
- {
- var children = InitializeChildren<LinearMixerTransition, LinearMixerState>(
- out var transition,
- blendTree);
- transition.Thresholds = new float[children.Length];
- for (int i = 0; i < children.Length; i++)
- transition.Thresholds[i] = children[i].threshold;
- return transition;
- }
- /// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
- public static MixerTransition2D InitializeChildren2D(BlendTree blendTree)
- {
- var children = InitializeChildren<MixerTransition2D, Vector2MixerState>(
- out var transition,
- blendTree);
- transition.Thresholds = new Vector2[children.Length];
- for (int i = 0; i < children.Length; i++)
- transition.Thresholds[i] = children[i].position;
- return transition;
- }
- /// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
- public static ChildMotion[] InitializeChildren<TTransition, TState>(
- out TTransition transition,
- BlendTree blendTree)
- where TTransition : ManualMixerTransition<TState>, new()
- where TState : ManualMixerState
- {
- transition = new();
- var children = blendTree.children;
- transition.Animations = new Object[children.Length];
- float[] speeds = new float[children.Length];
- var hasCustomSpeeds = false;
- for (int i = 0; i < children.Length; i++)
- {
- var child = children[i];
- transition.Animations[i] = child.motion is AnimationClip
- ? child.motion
- : GenerateTransition(blendTree, child.motion);
- if ((speeds[i] = child.timeScale) != 1)
- hasCustomSpeeds = true;
- }
- if (hasCustomSpeeds)
- transition.Speeds = speeds;
- return children;
- }
- /************************************************************************************************************************/
- /// <summary>Saves the `transition` in the same folder as the `originalAsset`.</summary>
- public static void SaveTransition(Object originalAsset, Object transition)
- {
- if (string.IsNullOrEmpty(transition.name))
- transition.name = originalAsset.name;
- var path = AssetDatabase.GetAssetPath(originalAsset);
- path = Path.GetDirectoryName(path);
- path = Path.Combine(path, transition.name + ".asset");
- path = AssetDatabase.GenerateUniqueAssetPath(path);
- AssetDatabase.CreateAsset(transition, path);
- Debug.Log($"Saved {path}", transition);
- }
- /************************************************************************************************************************/
- }
- }
- #endif
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