TransitionPreviewWindow.cs 15 KB

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  1. // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
  2. #if UNITY_EDITOR && UNITY_IMGUI
  3. using System;
  4. using UnityEditor;
  5. using UnityEngine;
  6. using Object = UnityEngine.Object;
  7. namespace Animancer.Editor.Previews
  8. {
  9. /// <summary>[Editor-Only]
  10. /// An <see cref="EditorWindow"/> which allows the user to preview animation transitions separately from the rest
  11. /// of the scene in Edit Mode or Play Mode.
  12. /// </summary>
  13. /// <remarks>
  14. /// <strong>Documentation:</strong>
  15. /// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions#previews">
  16. /// Previews</see>
  17. /// </remarks>
  18. /// https://kybernetik.com.au/animancer/api/Animancer.Editor.Previews/TransitionPreviewWindow
  19. ///
  20. [HelpURL(Strings.DocsURLs.TransitionPreviews)]
  21. [EditorWindowTitle]// Prevent the base SceneView from trying to use this type name to find the icon.
  22. public partial class TransitionPreviewWindow : SceneView
  23. {
  24. /************************************************************************************************************************/
  25. #region Public API
  26. /************************************************************************************************************************/
  27. private static Texture _Icon;
  28. /// <summary>The icon image used by this window.</summary>
  29. public static Texture Icon
  30. {
  31. get
  32. {
  33. if (_Icon == null)
  34. {
  35. // Possible icons: "UnityEditor.LookDevView", "SoftlockInline", "ViewToolOrbit", "ClothInspector.ViewValue".
  36. var name = EditorGUIUtility.isProSkin ? "ViewToolOrbit On" : "ViewToolOrbit";
  37. _Icon = AnimancerIcons.Load(name);
  38. if (_Icon == null)
  39. _Icon = EditorGUIUtility.whiteTexture;
  40. }
  41. return _Icon;
  42. }
  43. }
  44. /************************************************************************************************************************/
  45. /// <summary>
  46. /// Focusses the <see cref="TransitionPreviewWindow"/> or creates one if none exists.
  47. /// Or closes the existing window if it was already previewing the `transitionProperty`.
  48. /// </summary>
  49. public static void OpenOrClose(SerializedProperty transitionProperty)
  50. {
  51. transitionProperty = transitionProperty.Copy();
  52. EditorApplication.delayCall += () =>
  53. {
  54. if (!IsPreviewing(transitionProperty))
  55. {
  56. // To avoid Unity giving a warning about camera rotation in 2D Mode:
  57. // Set all scene views to not 2D mode and store their previous state.
  58. var sceneViews = SceneView.sceneViews.ToArray();
  59. var was2D = new bool[sceneViews.Length];
  60. for (int i = 0; i < sceneViews.Length; i++)
  61. {
  62. var sceneView = (SceneView)sceneViews[i];
  63. was2D[i] = sceneView.in2DMode;
  64. sceneView.in2DMode = false;
  65. }
  66. GetWindow<TransitionPreviewWindow>(typeof(SceneView))
  67. .SetTargetProperty(transitionProperty);
  68. // Then after opening the window immediately return each scene view back to its previous state.
  69. for (int i = 0; i < sceneViews.Length; i++)
  70. {
  71. var sceneView = (SceneView)sceneViews[i];
  72. sceneView.in2DMode = was2D[i];
  73. }
  74. }
  75. else
  76. {
  77. _Instance.Close();
  78. }
  79. };
  80. }
  81. /************************************************************************************************************************/
  82. /// <summary>
  83. /// The <see cref="AnimancerState.NormalizedTime"/> of the current transition. Can only be set if the property
  84. /// being previewed matches the current <see cref="TransitionDrawer.Context"/>.
  85. /// </summary>
  86. public static float PreviewNormalizedTime
  87. {
  88. get => _Instance._Animations.NormalizedTime;
  89. set
  90. {
  91. if (value.IsFinite() &&
  92. IsPreviewingCurrentProperty())
  93. _Instance._Animations.NormalizedTime = value;
  94. }
  95. }
  96. /************************************************************************************************************************/
  97. /// <summary>
  98. /// Returns the <see cref="AnimancerState"/> of the current transition if the property being previewed matches
  99. /// the <see cref="TransitionDrawer.Context"/>. Otherwise returns null.
  100. /// </summary>
  101. public static AnimancerState GetCurrentState()
  102. {
  103. if (!IsPreviewingCurrentProperty())
  104. return null;
  105. var previewObject = _Instance._Scene.PreviewObject;
  106. if (previewObject == null || previewObject.Graph == null)
  107. return null;
  108. previewObject.Graph.States.TryGet(Transition, out var state);
  109. return state;
  110. }
  111. /************************************************************************************************************************/
  112. /// <summary>
  113. /// Is the current <see cref="TransitionDrawer.DrawerContext.Property"/> being previewed at the moment?
  114. /// </summary>
  115. public static bool IsPreviewingCurrentProperty()
  116. => IsPreviewing(TransitionDrawer.Context.Property);
  117. /// <summary>Is the `property` being previewed at the moment?</summary>
  118. public static bool IsPreviewing(SerializedProperty property)
  119. => property != null
  120. && _Instance != null
  121. && _Instance._TransitionProperty.IsValid()
  122. && Serialization.AreSameProperty(property, _Instance._TransitionProperty);
  123. /************************************************************************************************************************/
  124. #endregion
  125. /************************************************************************************************************************/
  126. #region Messages
  127. /************************************************************************************************************************/
  128. private static TransitionPreviewWindow _Instance;
  129. [SerializeField] private Object[] _PreviousSelection;
  130. [SerializeField] private Animations _Animations;
  131. [SerializeField] private Scene _Scene;
  132. /************************************************************************************************************************/
  133. /// <inheritdoc/>
  134. public override void OnEnable()
  135. {
  136. _Instance = this;
  137. base.OnEnable();
  138. name = "Transition Preview Window";
  139. titleContent = new("Transition Preview", Icon);
  140. autoRepaintOnSceneChange = true;
  141. sceneViewState.showSkybox = TransitionPreviewSettings.ShowSkybox;
  142. sceneLighting = TransitionPreviewSettings.SceneLighting;
  143. _Scene ??= new();
  144. _Animations ??= new();
  145. if (_TransitionProperty.IsValid() &&
  146. !CanBePreviewed(_TransitionProperty))
  147. {
  148. DestroyTransitionProperty();
  149. }
  150. _Scene.OnEnable();
  151. Selection.selectionChanged += OnSelectionChanged;
  152. AssemblyReloadEvents.beforeAssemblyReload += DeselectPreviewSceneObjects;
  153. // Re-select next frame.
  154. // This fixes an issue where the Inspector header displays differently after a domain reload.
  155. if (Selection.activeObject == this)
  156. {
  157. Selection.activeObject = null;
  158. EditorApplication.delayCall += () => Selection.activeObject = this;
  159. }
  160. }
  161. /************************************************************************************************************************/
  162. /// <inheritdoc/>
  163. public override void OnDisable()
  164. {
  165. base.OnDisable();
  166. _Scene.OnDisable();
  167. _Instance = null;
  168. Selection.selectionChanged -= OnSelectionChanged;
  169. AssemblyReloadEvents.beforeAssemblyReload -= DeselectPreviewSceneObjects;
  170. }
  171. /************************************************************************************************************************/
  172. /// <summary>Cleans up this window.</summary>
  173. protected virtual new void OnDestroy()
  174. {
  175. base.OnDestroy();
  176. _Scene.OnDestroy();
  177. DestroyTransitionProperty();
  178. using (ListPool<Object>.Instance.Acquire(out var objects))
  179. {
  180. for (int i = 0; i < _PreviousSelection.Length; i++)
  181. {
  182. var obj = _PreviousSelection[i];
  183. if (obj != null)
  184. objects.Add(obj);
  185. }
  186. Selection.objects = objects.ToArray();
  187. }
  188. _TransitionProperty = null;
  189. AnimancerGUI.RepaintEverything();
  190. }
  191. /************************************************************************************************************************/
  192. /// <inheritdoc/>
  193. protected override void OnSceneGUI()
  194. {
  195. _Instance = this;
  196. base.OnSceneGUI();
  197. _Scene.OnGUI();
  198. TransitionPreviewSettings.ShowSkybox = sceneViewState.showSkybox;
  199. TransitionPreviewSettings.SceneLighting = sceneLighting;
  200. }
  201. /************************************************************************************************************************/
  202. /// <summary>Called multiple times per second while this window is visible.</summary>
  203. private void Update()
  204. {
  205. if (Selection.activeObject == null)
  206. Selection.activeObject = this;
  207. if (TransitionPreviewSettings.AutoClose &&
  208. !_TransitionProperty.IsValid())
  209. {
  210. Close();
  211. return;
  212. }
  213. }
  214. /************************************************************************************************************************/
  215. /// <summary>Returns false.</summary>
  216. /// <remarks>Returning true makes it draw the main scene instead of the custom scene in Unity 2020.</remarks>
  217. protected override bool SupportsStageHandling() => false;
  218. /************************************************************************************************************************/
  219. private void OnSelectionChanged()
  220. {
  221. if (Selection.activeObject == null)
  222. EditorApplication.delayCall += () => Selection.activeObject = this;
  223. }
  224. /************************************************************************************************************************/
  225. private void DeselectPreviewSceneObjects()
  226. {
  227. using (ListPool<Object>.Instance.Acquire(out var objects))
  228. {
  229. var selection = Selection.objects;
  230. for (int i = 0; i < selection.Length; i++)
  231. {
  232. var obj = selection[i];
  233. if (!_Scene.IsSceneObject(obj))
  234. objects.Add(obj);
  235. }
  236. Selection.objects = objects.ToArray();
  237. }
  238. }
  239. /************************************************************************************************************************/
  240. #endregion
  241. /************************************************************************************************************************/
  242. #region Transition Property
  243. /************************************************************************************************************************/
  244. [SerializeField]
  245. private Serialization.PropertyReference _TransitionProperty;
  246. /// <summary>The <see cref="SerializedProperty"/> currently being previewed.</summary>
  247. public static SerializedProperty TransitionProperty => _Instance._TransitionProperty;
  248. /************************************************************************************************************************/
  249. /// <summary>The <see cref="ITransitionDetailed"/> currently being previewed.</summary>
  250. public static ITransitionDetailed Transition
  251. {
  252. get
  253. {
  254. var property = _Instance._TransitionProperty;
  255. if (!property.IsValid())
  256. return null;
  257. return property.Property.GetValue<ITransitionDetailed>();
  258. }
  259. }
  260. /************************************************************************************************************************/
  261. /// <summary>Indicates whether the `property` is able to be previewed by this system.</summary>
  262. public static bool CanBePreviewed(SerializedProperty property)
  263. {
  264. var accessor = property.GetAccessor();
  265. if (accessor == null)
  266. return false;
  267. var type = accessor.GetFieldElementType(property);
  268. if (typeof(ITransitionDetailed).IsAssignableFrom(type))
  269. return true;
  270. var value = accessor.GetValue(property);
  271. return
  272. value != null &&
  273. typeof(ITransitionDetailed).IsAssignableFrom(value.GetType());
  274. }
  275. /************************************************************************************************************************/
  276. private void SetTargetProperty(SerializedProperty property)
  277. {
  278. if (property.serializedObject.targetObjects.Length != 1)
  279. {
  280. Close();
  281. throw new ArgumentException($"{nameof(TransitionPreviewWindow)} does not support multi-object selection.");
  282. }
  283. if (!CanBePreviewed(property))
  284. {
  285. Close();
  286. throw new ArgumentException($"The specified property does not implement {nameof(ITransitionDetailed)}.");
  287. }
  288. if (!_TransitionProperty.IsValid())
  289. _PreviousSelection = Selection.objects;
  290. Selection.activeObject = this;
  291. DestroyTransitionProperty();
  292. _TransitionProperty = property;
  293. _Scene.OnTargetPropertyChanged();
  294. }
  295. /************************************************************************************************************************/
  296. private void DestroyTransitionProperty()
  297. {
  298. if (_TransitionProperty == null)
  299. return;
  300. _Scene.PreviewObject.DestroyInstanceObject();
  301. _TransitionProperty.Dispose();
  302. _TransitionProperty = null;
  303. }
  304. /************************************************************************************************************************/
  305. #endregion
  306. /************************************************************************************************************************/
  307. }
  308. }
  309. #endif