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- /**
- * Copyright(c) Live2D Inc. All rights reserved.
- *
- * Use of this source code is governed by the Live2D Open Software license
- * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
- */
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Animations;
- namespace Live2D.Cubism.Framework.MotionFade
- {
- public class CubismFadeStateObserver : StateMachineBehaviour, ICubismFadeState
- {
- #region variable
- /// <summary>
- /// Cubism fade motion list.
- /// </summary>
- private CubismFadeMotionList _cubismFadeMotionList;
- /// <summary>
- /// Cubism playing motion list.
- /// </summary>
- private List<CubismFadePlayingMotion> _playingMotions;
- /// <summary>
- /// State that attached this is default.
- /// </summary>
- private bool _isDefaulState;
- /// <summary>
- /// Layer index that attached this.
- /// </summary>
- private int _layerIndex;
- /// <summary>
- /// Weight of layer that attached this.
- /// </summary>
- private float _layerWeight;
- /// <summary>
- /// State that attached this is transition finished.
- /// </summary>
- private bool _isStateTransitionFinished;
- #endregion
- #region Fade State Interface
- /// <summary>
- /// Get cubism playing motion list.
- /// </summary>
- /// <returns>Cubism playing motion list.</returns>
- public List<CubismFadePlayingMotion> GetPlayingMotions()
- {
- return _playingMotions;
- }
- /// <summary>
- /// Is default state.
- /// </summary>
- /// <returns><see langword="true"/> State is default; <see langword="false"/> otherwise.</returns>
- public bool IsDefaultState()
- {
- return _isDefaulState;
- }
- /// <summary>
- /// Get layer weight.
- /// </summary>
- /// <returns>Layer weight.</returns>
- public float GetLayerWeight()
- {
- return _layerWeight;
- }
- /// <summary>
- /// Get state transition finished.
- /// </summary>
- /// <returns><see langword="true"/> State transition is finished; <see langword="false"/> otherwise.</returns>
- public bool GetStateTransitionFinished()
- {
- return _isStateTransitionFinished;
- }
- /// <summary>
- /// Set state transition finished.
- /// </summary>
- /// <param name="isFinished">State is finished.</param>
- public void SetStateTransitionFinished(bool isFinished)
- {
- _isStateTransitionFinished = isFinished;
- }
- /// <summary>
- /// Stop animation.
- /// </summary>
- /// <param name="index">Playing motion index.</param>
- public void StopAnimation(int index)
- {
- _playingMotions.RemoveAt(index);
- }
- #endregion
- #region Unity Event Handling
- /// <summary>
- /// Called by Unity.
- /// </summary>
- private void OnEnable()
- {
- _isStateTransitionFinished = false;
- if (_playingMotions == null)
- {
- _playingMotions = new List<CubismFadePlayingMotion>();
- }
- }
- /// <summary>
- /// Called by Unity.
- /// </summary>
- /// <param name="animator">Animator.</param>
- /// <param name="stateInfo">Animator state info.</param>
- /// <param name="layerIndex">Index of the layer.</param>
- /// <param name="controller">Animation controller playable.</param>
- public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller)
- {
- var fadeController = animator.gameObject.GetComponent<CubismFadeController>();
- // Fail silently...
- if (fadeController == null)
- {
- return;
- }
- _cubismFadeMotionList = fadeController.CubismFadeMotionList;
- _layerIndex = layerIndex;
- _layerWeight = (_layerIndex == 0)
- ? 1.0f
- : animator.GetLayerWeight(_layerIndex);
- var animatorClipInfo = controller.GetNextAnimatorClipInfo(layerIndex);
- _isDefaulState = (animatorClipInfo == null || animatorClipInfo.Length == 0);
- if (_isDefaulState)
- {
- // Get the motion of Default State only for the first time.
- animatorClipInfo = controller.GetCurrentAnimatorClipInfo(layerIndex);
- }
- // Set playing motions end time.
- if ((_playingMotions.Count > 0) && (_playingMotions[_playingMotions.Count - 1].Motion != null))
- {
- var motion = _playingMotions[_playingMotions.Count - 1];
- var time = Time.time;
- var newEndTime = time + motion.Motion.FadeOutTime;
- motion.EndTime = newEndTime;
- while (motion.IsLooping)
- {
- if ((motion.StartTime + motion.Motion.MotionLength) >= time)
- {
- break;
- }
- motion.StartTime += motion.Motion.MotionLength;
- }
- _playingMotions[_playingMotions.Count - 1] = motion;
- }
- for (var i = 0; i < animatorClipInfo.Length; ++i)
- {
- CubismFadePlayingMotion playingMotion;
- var instanceId = -1;
- var events = animatorClipInfo[i].clip.events;
- for (var k = 0; k < events.Length; ++k)
- {
- if (events[k].functionName != "InstanceId")
- {
- continue;
- }
- instanceId = events[k].intParameter;
- break;
- }
- var motionIndex = -1;
- for (var j = 0; j < _cubismFadeMotionList.MotionInstanceIds.Length; ++j)
- {
- if (_cubismFadeMotionList.MotionInstanceIds[j] != instanceId)
- {
- continue;
- }
- motionIndex = j;
- break;
- }
- playingMotion.Motion = (motionIndex == -1)
- ? null
- : _cubismFadeMotionList.CubismFadeMotionObjects[motionIndex];
- playingMotion.Speed = 1.0f;
- playingMotion.StartTime = Time.time;
- playingMotion.FadeInStartTime = Time.time;
- if(playingMotion.Motion == null)
- {
- continue;
- }
- playingMotion.EndTime = (playingMotion.Motion.MotionLength <= 0)
- ? -1
- : playingMotion.StartTime + playingMotion.Motion.MotionLength;
- playingMotion.IsLooping = animatorClipInfo[i].clip.isLooping;
- playingMotion.Weight = 0.0f;
- _playingMotions.Add(playingMotion);
- }
- }
- /// <summary>
- /// Called by Unity.
- /// </summary>
- /// <param name="animator">Animator.</param>
- /// <param name="stateInfo">Animator state info.</param>
- /// <param name="layerIndex">Index of the layer.</param>
- public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
- {
- _isStateTransitionFinished = true;
- }
- #endregion
- }
- }
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