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using System;using System.Collections.Generic;using UnityEngine.Animations;using UnityEngine.Experimental.Animations;using UnityEngine.Playables;using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;#endif
namespace UnityEngine.Timeline{ /// <summary>
/// Flags specifying which offset fields to match
/// </summary>
[Flags] public enum MatchTargetFields { /// <summary>
/// Translation X value
/// </summary>
PositionX = 1 << 0, /// <summary>
/// Translation Y value
/// </summary>
PositionY = 1 << 1, /// <summary>
/// Translation Z value
/// </summary>
PositionZ = 1 << 2, /// <summary>
/// Rotation Euler Angle X value
/// </summary>
RotationX = 1 << 3, /// <summary>
/// Rotation Euler Angle Y value
/// </summary>
RotationY = 1 << 4, /// <summary>
/// Rotation Euler Angle Z value
/// </summary>
RotationZ = 1 << 5 }
/// <summary>
/// Describes what is used to set the starting position and orientation of each Animation Track.
/// </summary>
/// <remarks>
/// By default, each Animation Track uses ApplyTransformOffsets to start from a set position and orientation.
/// To offset each Animation Track based on the current position and orientation in the scene, use ApplySceneOffsets.
/// </remarks>
public enum TrackOffset { /// <summary>
/// Use this setting to offset each Animation Track based on a set position and orientation.
/// </summary>
ApplyTransformOffsets, /// <summary>
/// Use this setting to offset each Animation Track based on the current position and orientation in the scene.
/// </summary>
ApplySceneOffsets, /// <summary>
/// Use this setting to offset root transforms based on the state of the animator.
/// </summary>
/// <remarks>
/// Only use this setting to support legacy Animation Tracks. This mode may be deprecated in a future release.
///
/// In Auto mode, when the animator bound to the animation track contains an AnimatorController, it offsets all animations similar to ApplySceneOffsets.
/// If no controller is assigned, then all offsets are set to start from a fixed position and orientation, similar to ApplyTransformOffsets.
/// In Auto mode, in most cases, root transforms are not affected by local scale or Animator.humanScale, unless the animator has an AnimatorController and Animator.applyRootMotion is set to true.
/// </remarks>
Auto }
// offset mode
enum AppliedOffsetMode { NoRootTransform, TransformOffset, SceneOffset, TransformOffsetLegacy, SceneOffsetLegacy, SceneOffsetEditor, // scene offset mode in editor
SceneOffsetLegacyEditor, }
// separate from the enum to hide them from UI elements
static class MatchTargetFieldConstants { public static MatchTargetFields All = MatchTargetFields.PositionX | MatchTargetFields.PositionY | MatchTargetFields.PositionZ | MatchTargetFields.RotationX | MatchTargetFields.RotationY | MatchTargetFields.RotationZ;
public static MatchTargetFields None = 0;
public static MatchTargetFields Position = MatchTargetFields.PositionX | MatchTargetFields.PositionY | MatchTargetFields.PositionZ;
public static MatchTargetFields Rotation = MatchTargetFields.RotationX | MatchTargetFields.RotationY | MatchTargetFields.RotationZ;
public static bool HasAny(this MatchTargetFields me, MatchTargetFields fields) { return (me & fields) != None; }
public static MatchTargetFields Toggle(this MatchTargetFields me, MatchTargetFields flag) { return me ^ flag; } }
/// <summary>
/// A Timeline track used for playing back animations on an Animator.
/// </summary>
[Serializable] [TrackClipType(typeof(AnimationPlayableAsset), false)] [TrackBindingType(typeof(Animator))] [ExcludeFromPreset] public partial class AnimationTrack : TrackAsset, ILayerable { const string k_DefaultInfiniteClipName = "Recorded"; const string k_DefaultRecordableClipName = "Recorded";
[SerializeField, FormerlySerializedAs("m_OpenClipPreExtrapolation")] TimelineClip.ClipExtrapolation m_InfiniteClipPreExtrapolation = TimelineClip.ClipExtrapolation.None;
[SerializeField, FormerlySerializedAs("m_OpenClipPostExtrapolation")] TimelineClip.ClipExtrapolation m_InfiniteClipPostExtrapolation = TimelineClip.ClipExtrapolation.None;
[SerializeField, FormerlySerializedAs("m_OpenClipOffsetPosition")] Vector3 m_InfiniteClipOffsetPosition = Vector3.zero;
[SerializeField, FormerlySerializedAs("m_OpenClipOffsetEulerAngles")] Vector3 m_InfiniteClipOffsetEulerAngles = Vector3.zero;
[SerializeField, FormerlySerializedAs("m_OpenClipTimeOffset")] double m_InfiniteClipTimeOffset;
[SerializeField, FormerlySerializedAs("m_OpenClipRemoveOffset")] bool m_InfiniteClipRemoveOffset; // cached value for remove offset
[SerializeField] bool m_InfiniteClipApplyFootIK = true;
[SerializeField, HideInInspector] AnimationPlayableAsset.LoopMode mInfiniteClipLoop = AnimationPlayableAsset.LoopMode.UseSourceAsset;
[SerializeField] MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All; [SerializeField] Vector3 m_Position = Vector3.zero; [SerializeField] Vector3 m_EulerAngles = Vector3.zero;
[SerializeField] AvatarMask m_AvatarMask; [SerializeField] bool m_ApplyAvatarMask = true;
[SerializeField] TrackOffset m_TrackOffset = TrackOffset.ApplyTransformOffsets;
[SerializeField, HideInInspector] AnimationClip m_InfiniteClip;
#if UNITY_EDITOR
private AnimationClip m_DefaultPoseClip; private AnimationClip m_CachedPropertiesClip;
AnimationOffsetPlayable m_ClipOffset;
private Vector3 m_SceneOffsetPosition = Vector3.zero; private Vector3 m_SceneOffsetRotation = Vector3.zero;
private bool m_HasPreviewComponents = false;#endif
/// <summary>
/// The translation offset of the entire track.
/// </summary>
public Vector3 position { get { return m_Position; } set { m_Position = value; } }
/// <summary>
/// The rotation offset of the entire track, expressed as a quaternion.
/// </summary>
public Quaternion rotation { get { return Quaternion.Euler(m_EulerAngles); } set { m_EulerAngles = value.eulerAngles; } }
/// <summary>
/// The euler angle representation of the rotation offset of the entire track.
/// </summary>
public Vector3 eulerAngles { get { return m_EulerAngles; } set { m_EulerAngles = value; } }
/// <summary>
/// Specifies whether to apply track offsets to all clips on the track.
/// </summary>
/// <remarks>
/// This can be used to offset all clips on a track, in addition to the clips individual offsets.
/// </remarks>
[Obsolete("applyOffset is deprecated. Use trackOffset instead", true)] public bool applyOffsets { get { return false; } set {} }
/// <summary>
/// Specifies what is used to set the starting position and orientation of an Animation Track.
/// </summary>
/// <remarks>
/// Track Offset is only applied when the Animation Track contains animation that modifies the root Transform.
/// </remarks>
public TrackOffset trackOffset { get { return m_TrackOffset; } set { m_TrackOffset = value; } }
/// <summary>
/// Specifies which fields to match when aligning offsets of clips.
/// </summary>
public MatchTargetFields matchTargetFields { get { return m_MatchTargetFields; } set { m_MatchTargetFields = value & MatchTargetFieldConstants.All; } }
/// <summary>
/// An AnimationClip storing the data for an infinite track.
/// </summary>
/// <remarks>
/// The value of this property is null when the AnimationTrack is in Clip Mode.
/// </remarks>
public AnimationClip infiniteClip { get { return m_InfiniteClip; } internal set { m_InfiniteClip = value; } }
// saved value for converting to/from infinite mode
internal bool infiniteClipRemoveOffset { get { return m_InfiniteClipRemoveOffset; } set { m_InfiniteClipRemoveOffset = value; } }
/// <summary>
/// Specifies the AvatarMask to be applied to all clips on the track.
/// </summary>
/// <remarks>
/// Applying an AvatarMask to an animation track will allow discarding portions of the animation being applied on the track.
/// </remarks>
public AvatarMask avatarMask { get { return m_AvatarMask; } set { m_AvatarMask = value; } }
/// <summary>
/// Specifies whether to apply the AvatarMask to the track.
/// </summary>
public bool applyAvatarMask { get { return m_ApplyAvatarMask; } set { m_ApplyAvatarMask = value; } }
// is this track compilable
internal override bool CanCompileClips() { return !muted && (m_Clips.Count > 0 || (m_InfiniteClip != null && !m_InfiniteClip.empty)); }
/// <inheritdoc/>
public override IEnumerable<PlayableBinding> outputs { get { yield return AnimationPlayableBinding.Create(name, this); } }
/// <summary>
/// Specifies whether the Animation Track has clips, or is in infinite mode.
/// </summary>
public bool inClipMode { get { return clips != null && clips.Length != 0; } }
/// <summary>
/// The translation offset of a track in infinite mode.
/// </summary>
public Vector3 infiniteClipOffsetPosition { get { return m_InfiniteClipOffsetPosition; } set { m_InfiniteClipOffsetPosition = value; } }
/// <summary>
/// The rotation offset of a track in infinite mode.
/// </summary>
public Quaternion infiniteClipOffsetRotation { get { return Quaternion.Euler(m_InfiniteClipOffsetEulerAngles); } set { m_InfiniteClipOffsetEulerAngles = value.eulerAngles; } }
/// <summary>
/// The euler angle representation of the rotation offset of the track when in infinite mode.
/// </summary>
public Vector3 infiniteClipOffsetEulerAngles { get { return m_InfiniteClipOffsetEulerAngles; } set { m_InfiniteClipOffsetEulerAngles = value; } }
internal bool infiniteClipApplyFootIK { get { return m_InfiniteClipApplyFootIK; } set { m_InfiniteClipApplyFootIK = value; } }
internal double infiniteClipTimeOffset { get { return m_InfiniteClipTimeOffset; } set { m_InfiniteClipTimeOffset = value; } }
/// <summary>
/// The saved state of pre-extrapolation for clips converted to infinite mode.
/// </summary>
public TimelineClip.ClipExtrapolation infiniteClipPreExtrapolation { get { return m_InfiniteClipPreExtrapolation; } set { m_InfiniteClipPreExtrapolation = value; } }
/// <summary>
/// The saved state of post-extrapolation for clips when converted to infinite mode.
/// </summary>
public TimelineClip.ClipExtrapolation infiniteClipPostExtrapolation { get { return m_InfiniteClipPostExtrapolation; } set { m_InfiniteClipPostExtrapolation = value; } }
/// <summary>
/// The saved state of animation clip loop state when converted to infinite mode
/// </summary>
internal AnimationPlayableAsset.LoopMode infiniteClipLoop { get { return mInfiniteClipLoop; } set { mInfiniteClipLoop = value; } }
[ContextMenu("Reset Offsets")] void ResetOffsets() { m_Position = Vector3.zero; m_EulerAngles = Vector3.zero; UpdateClipOffsets(); }
/// <summary>
/// Creates a TimelineClip on this track that uses an AnimationClip.
/// </summary>
/// <param name="clip">Source animation clip of the resulting TimelineClip.</param>
/// <returns>A new TimelineClip which has an AnimationPlayableAsset asset attached.</returns>
public TimelineClip CreateClip(AnimationClip clip) { if (clip == null) return null;
var newClip = CreateClip<AnimationPlayableAsset>(); AssignAnimationClip(newClip, clip); return newClip; }
/// <summary>
/// Creates an AnimationClip that stores the data for an infinite track.
/// </summary>
/// <remarks>
/// If an infiniteClip already exists, this method produces no result, even if you provide a different value
/// for infiniteClipName.
/// </remarks>
/// <remarks>
/// This method can't create an infinite clip for an AnimationTrack that contains one or more Timeline clips.
/// Use AnimationTrack.inClipMode to determine whether it is possible to create an infinite clip on an AnimationTrack.
/// </remarks>
/// <remarks>
/// When used from the editor, this method attempts to save the created infinite clip to the TimelineAsset.
/// The TimelineAsset must already exist in the AssetDatabase to save the infinite clip. If the TimelineAsset
/// does not exist, the infinite clip is still created but it is not saved.
/// </remarks>
/// <param name="infiniteClipName">
/// The name of the AnimationClip to create.
/// This method does not ensure unique names. If you want a unique clip name, you must provide one.
/// See ObjectNames.GetUniqueName for information on a method that creates unique names.
/// </param>
public void CreateInfiniteClip(string infiniteClipName) { if (inClipMode) { Debug.LogWarning("CreateInfiniteClip cannot create an infinite clip for an AnimationTrack that contains one or more Timeline Clips."); return; }
if (m_InfiniteClip != null) return;
m_InfiniteClip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(infiniteClipName) ? k_DefaultInfiniteClipName : infiniteClipName, this, false); }
/// <summary>
/// Creates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline.
/// </summary>
/// <remarks>
/// When used from the editor, this method attempts to save the created recordable clip to the TimelineAsset.
/// The TimelineAsset must already exist in the AssetDatabase to save the recordable clip. If the TimelineAsset
/// does not exist, the recordable clip is still created but it is not saved.
/// </remarks>
/// <param name="animClipName">
/// The name of the AnimationClip to create.
/// This method does not ensure unique names. If you want a unique clip name, you must provide one.
/// See ObjectNames.GetUniqueName for information on a method that creates unique names.
/// </param>
/// <returns>
/// Returns a new TimelineClip with an AnimationPlayableAsset asset attached.
/// </returns>
public TimelineClip CreateRecordableClip(string animClipName) { var clip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(animClipName) ? k_DefaultRecordableClipName : animClipName, this, false);
var timelineClip = CreateClip(clip); timelineClip.displayName = animClipName; timelineClip.recordable = true; timelineClip.start = 0; timelineClip.duration = 1;
var apa = timelineClip.asset as AnimationPlayableAsset; if (apa != null) apa.removeStartOffset = false;
return timelineClip; }
#if UNITY_EDITOR
internal Vector3 sceneOffsetPosition { get { return m_SceneOffsetPosition; } set { m_SceneOffsetPosition = value; } }
internal Vector3 sceneOffsetRotation { get { return m_SceneOffsetRotation; } set { m_SceneOffsetRotation = value; } }
internal bool hasPreviewComponents { get { if (m_HasPreviewComponents) return true;
var parentTrack = parent as AnimationTrack; if (parentTrack != null) { return parentTrack.hasPreviewComponents; }
return false; } }#endif
/// <summary>
/// Used to initialize default values on a newly created clip
/// </summary>
/// <param name="clip">The clip added to the track</param>
protected override void OnCreateClip(TimelineClip clip) { var extrapolation = TimelineClip.ClipExtrapolation.None; if (!isSubTrack) extrapolation = TimelineClip.ClipExtrapolation.Hold; clip.preExtrapolationMode = extrapolation; clip.postExtrapolationMode = extrapolation; }
protected internal override int CalculateItemsHash() { return GetAnimationClipHash(m_InfiniteClip).CombineHash(base.CalculateItemsHash()); }
internal void UpdateClipOffsets() {#if UNITY_EDITOR
if (m_ClipOffset.IsValid()) { m_ClipOffset.SetPosition(position); m_ClipOffset.SetRotation(rotation); }#endif
}
Playable CompileTrackPlayable(PlayableGraph graph, TrackAsset track, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode) { var mixer = AnimationMixerPlayable.Create(graph, track.clips.Length); for (int i = 0; i < track.clips.Length; i++) { var c = track.clips[i]; var asset = c.asset as PlayableAsset; if (asset == null) continue;
var animationAsset = asset as AnimationPlayableAsset; if (animationAsset != null) animationAsset.appliedOffsetMode = mode;
var source = asset.CreatePlayable(graph, go); if (source.IsValid()) { var clip = new RuntimeClip(c, source, mixer); tree.Add(clip); graph.Connect(source, 0, mixer, i); mixer.SetInputWeight(i, 0.0f); } }
return ApplyTrackOffset(graph, mixer, go, mode); }
Playable ILayerable.CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount) { return Playable.Null; }
internal override Playable OnCreateClipPlayableGraph(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree) { if (isSubTrack) throw new InvalidOperationException("Nested animation tracks should never be asked to create a graph directly");
List<AnimationTrack> flattenTracks = new List<AnimationTrack>(); if (CanCompileClips()) flattenTracks.Add(this);
bool animatesRootTransform = AnimatesRootTransform(); foreach (var subTrack in GetChildTracks()) { var child = subTrack as AnimationTrack; if (child != null && child.CanCompileClips()) { animatesRootTransform |= child.AnimatesRootTransform(); flattenTracks.Add(child); } }
// figure out which mode to apply
AppliedOffsetMode mode = GetOffsetMode(go, animatesRootTransform); var layerMixer = CreateGroupMixer(graph, go, flattenTracks.Count); for (int c = 0; c < flattenTracks.Count; c++) { var compiledTrackPlayable = flattenTracks[c].inClipMode ? CompileTrackPlayable(graph, flattenTracks[c], go, tree, mode) : flattenTracks[c].CreateInfiniteTrackPlayable(graph, go, tree, mode); graph.Connect(compiledTrackPlayable, 0, layerMixer, c); layerMixer.SetInputWeight(c, flattenTracks[c].inClipMode ? 0 : 1); if (flattenTracks[c].applyAvatarMask && flattenTracks[c].avatarMask != null) { layerMixer.SetLayerMaskFromAvatarMask((uint)c, flattenTracks[c].avatarMask); } }
bool requiresMotionXPlayable = RequiresMotionXPlayable(mode, go);
Playable mixer = layerMixer; mixer = CreateDefaultBlend(graph, go, mixer, requiresMotionXPlayable);
// motionX playable not required in scene offset mode, or root transform mode
if (requiresMotionXPlayable) { // If we are animating a root transform, add the motionX to delta playable as the root node
var motionXToDelta = AnimationMotionXToDeltaPlayable.Create(graph); graph.Connect(mixer, 0, motionXToDelta, 0); motionXToDelta.SetInputWeight(0, 1.0f); motionXToDelta.SetAbsoluteMotion(UsesAbsoluteMotion(mode)); mixer = (Playable)motionXToDelta; }
#if UNITY_EDITOR
if (!Application.isPlaying) { var animator = GetBinding(go != null ? go.GetComponent<PlayableDirector>() : null); if (animator != null) { GameObject targetGO = animator.gameObject; IAnimationWindowPreview[] previewComponents = targetGO.GetComponents<IAnimationWindowPreview>();
m_HasPreviewComponents = previewComponents.Length > 0; if (m_HasPreviewComponents) { foreach (var component in previewComponents) { mixer = component.BuildPreviewGraph(graph, mixer); } } } }#endif
return mixer; }
// Creates a layer mixer containing default blends
// the base layer is a default clip of all driven properties
// the next layer is optionally the desired default pose (in the case of humanoid, the tpose
private Playable CreateDefaultBlend(PlayableGraph graph, GameObject go, Playable mixer, bool requireOffset) {#if UNITY_EDITOR
if (Application.isPlaying) return mixer;
int inputs = 1 + ((m_CachedPropertiesClip != null) ? 1 : 0) + ((m_DefaultPoseClip != null) ? 1 : 0); if (inputs == 1) return mixer;
var defaultPoseMixer = AnimationLayerMixerPlayable.Create(graph, inputs);
int mixerInput = 0; if (m_CachedPropertiesClip) { var cachedPropertiesClip = AnimationClipPlayable.Create(graph, m_CachedPropertiesClip); cachedPropertiesClip.SetApplyFootIK(false); var defaults = (Playable) cachedPropertiesClip; if (requireOffset) defaults = AttachOffsetPlayable(graph, defaults, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation)); graph.Connect(defaults, 0, defaultPoseMixer, mixerInput); defaultPoseMixer.SetInputWeight(mixerInput, 1.0f); mixerInput++; }
if (m_DefaultPoseClip) { var defaultPose = AnimationClipPlayable.Create(graph, m_DefaultPoseClip); defaultPose.SetApplyFootIK(false); var blendDefault = (Playable) defaultPose; if (requireOffset) blendDefault = AttachOffsetPlayable(graph, blendDefault, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation));
graph.Connect(blendDefault, 0, defaultPoseMixer, mixerInput); defaultPoseMixer.SetInputWeight(mixerInput, 1.0f); mixerInput++; }
graph.Connect(mixer, 0, defaultPoseMixer, mixerInput); defaultPoseMixer.SetInputWeight(mixerInput, 1.0f);
return defaultPoseMixer;#else
return mixer;#endif
}
private Playable AttachOffsetPlayable(PlayableGraph graph, Playable playable, Vector3 pos, Quaternion rot) { var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1); offsetPlayable.SetInputWeight(0, 1.0f); graph.Connect(playable, 0, offsetPlayable, 0); return offsetPlayable; }
#if UNITY_EDITOR
private static string k_DefaultHumanoidClipPath = "Packages/com.unity.timeline/Editor/StyleSheets/res/HumanoidDefault.anim"; private static AnimationClip s_DefaultHumanoidClip = null;
AnimationClip GetDefaultHumanoidClip() { if (s_DefaultHumanoidClip == null) { s_DefaultHumanoidClip = EditorGUIUtility.LoadRequired(k_DefaultHumanoidClipPath) as AnimationClip; if (s_DefaultHumanoidClip == null) Debug.LogError("Could not load default humanoid animation clip for Timeline"); }
return s_DefaultHumanoidClip; }
#endif
bool RequiresMotionXPlayable(AppliedOffsetMode mode, GameObject gameObject) { if (mode == AppliedOffsetMode.NoRootTransform) return false; if (mode == AppliedOffsetMode.SceneOffsetLegacy) { var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null); return animator != null && animator.hasRootMotion; } return true; }
static bool UsesAbsoluteMotion(AppliedOffsetMode mode) {#if UNITY_EDITOR
// in editor, previewing is always done in absolute motion
if (!Application.isPlaying) return true;#endif
return mode != AppliedOffsetMode.SceneOffset && mode != AppliedOffsetMode.SceneOffsetLegacy; }
bool HasController(GameObject gameObject) { var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
return animator != null && animator.runtimeAnimatorController != null; }
internal Animator GetBinding(PlayableDirector director) { if (director == null) return null;
UnityEngine.Object key = this; if (isSubTrack) key = parent;
UnityEngine.Object binding = null; if (director != null) binding = director.GetGenericBinding(key);
Animator animator = null; if (binding != null) // the binding can be an animator or game object
{ animator = binding as Animator; var gameObject = binding as GameObject; if (animator == null && gameObject != null) animator = gameObject.GetComponent<Animator>(); }
return animator; }
static AnimationLayerMixerPlayable CreateGroupMixer(PlayableGraph graph, GameObject go, int inputCount) { return AnimationLayerMixerPlayable.Create(graph, inputCount); }
Playable CreateInfiniteTrackPlayable(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree, AppliedOffsetMode mode) { if (m_InfiniteClip == null) return Playable.Null;
var mixer = AnimationMixerPlayable.Create(graph, 1);
// In infinite mode, we always force the loop mode of the clip off because the clip keys are offset in infinite mode
// which causes loop to behave different.
// The inline curve editor never shows loops in infinite mode.
var playable = AnimationPlayableAsset.CreatePlayable(graph, m_InfiniteClip, m_InfiniteClipOffsetPosition, m_InfiniteClipOffsetEulerAngles, false, mode, infiniteClipApplyFootIK, AnimationPlayableAsset.LoopMode.Off); if (playable.IsValid()) { tree.Add(new InfiniteRuntimeClip(playable)); graph.Connect(playable, 0, mixer, 0); mixer.SetInputWeight(0, 1.0f); }
return ApplyTrackOffset(graph, mixer, go, mode); }
Playable ApplyTrackOffset(PlayableGraph graph, Playable root, GameObject go, AppliedOffsetMode mode) {#if UNITY_EDITOR
m_ClipOffset = AnimationOffsetPlayable.Null;#endif
// offsets don't apply in scene offset, or if there is no root transform (globally or on this track)
if (mode == AppliedOffsetMode.SceneOffsetLegacy || mode == AppliedOffsetMode.SceneOffset || mode == AppliedOffsetMode.NoRootTransform || !AnimatesRootTransform() ) return root;
var pos = position; var rot = rotation;
#if UNITY_EDITOR
// in the editor use the preview position to playback from if available
if (mode == AppliedOffsetMode.SceneOffsetEditor) { pos = m_SceneOffsetPosition; rot = Quaternion.Euler(m_SceneOffsetRotation); }#endif
var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1);#if UNITY_EDITOR
m_ClipOffset = offsetPlayable;#endif
graph.Connect(root, 0, offsetPlayable, 0); offsetPlayable.SetInputWeight(0, 1);
return offsetPlayable; }
// the evaluation time is large so that the properties always get evaluated
internal override void GetEvaluationTime(out double outStart, out double outDuration) { if (inClipMode) { base.GetEvaluationTime(out outStart, out outDuration); } else { outStart = 0; outDuration = TimelineClip.kMaxTimeValue; } }
internal override void GetSequenceTime(out double outStart, out double outDuration) { if (inClipMode) { base.GetSequenceTime(out outStart, out outDuration); } else { outStart = 0; outDuration = Math.Max(GetNotificationDuration(), TimeUtility.GetAnimationClipLength(m_InfiniteClip)); } }
void AssignAnimationClip(TimelineClip clip, AnimationClip animClip) { if (clip == null || animClip == null) return;
if (animClip.legacy) throw new InvalidOperationException("Legacy Animation Clips are not supported");
AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset; if (asset != null) { asset.clip = animClip; asset.name = animClip.name; var duration = asset.duration; if (!double.IsInfinity(duration) && duration >= TimelineClip.kMinDuration && duration < TimelineClip.kMaxTimeValue) clip.duration = duration; } clip.displayName = animClip.name; }
/// <summary>
/// Called by the Timeline Editor to gather properties requiring preview.
/// </summary>
/// <param name="director">The PlayableDirector invoking the preview</param>
/// <param name="driver">PropertyCollector used to gather previewable properties</param>
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) {#if UNITY_EDITOR
m_SceneOffsetPosition = Vector3.zero; m_SceneOffsetRotation = Vector3.zero;
var animator = GetBinding(director); if (animator == null) return;
var animClips = new List<AnimationClip>(this.clips.Length + 2); GetAnimationClips(animClips);
var hasHumanMotion = animClips.Exists(clip => clip.humanMotion);
m_SceneOffsetPosition = animator.transform.localPosition; m_SceneOffsetRotation = animator.transform.localEulerAngles;
// Create default pose clip from collected properties
if (hasHumanMotion) animClips.Add(GetDefaultHumanoidClip());
var bindings = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips);
m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, bindings); AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, bindings); // faster to preview from curves then an animation clip
m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null;#endif
}
/// <summary>
/// Gather all the animation clips for this track
/// </summary>
/// <param name="animClips"></param>
private void GetAnimationClips(List<AnimationClip> animClips) { foreach (var c in clips) { var a = c.asset as AnimationPlayableAsset; if (a != null && a.clip != null) animClips.Add(a.clip); }
if (m_InfiniteClip != null) animClips.Add(m_InfiniteClip);
foreach (var childTrack in GetChildTracks()) { var animChildTrack = childTrack as AnimationTrack; if (animChildTrack != null) animChildTrack.GetAnimationClips(animClips); } }
// calculate which offset mode to apply
AppliedOffsetMode GetOffsetMode(GameObject go, bool animatesRootTransform) { if (!animatesRootTransform) return AppliedOffsetMode.NoRootTransform;
if (m_TrackOffset == TrackOffset.ApplyTransformOffsets) return AppliedOffsetMode.TransformOffset;
if (m_TrackOffset == TrackOffset.ApplySceneOffsets) return (Application.isPlaying) ? AppliedOffsetMode.SceneOffset : AppliedOffsetMode.SceneOffsetEditor;
if (HasController(go)) { if (!Application.isPlaying) return AppliedOffsetMode.SceneOffsetLegacyEditor; return AppliedOffsetMode.SceneOffsetLegacy; }
return AppliedOffsetMode.TransformOffsetLegacy; }
internal bool AnimatesRootTransform() { // infinite mode
if (AnimationPlayableAsset.HasRootTransforms(m_InfiniteClip)) return true;
// clip mode
foreach (var c in GetClips()) { var apa = c.asset as AnimationPlayableAsset; if (apa != null && apa.hasRootTransforms) return true; }
return false; } }}
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