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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.All; 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; } }}
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