| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392 | /** * 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 Live2D.Cubism.Framework.MotionFade;using System;using System.Collections.Generic;using UnityEngine;using UnityEngine.Animations;using UnityEngine.Playables;namespace Live2D.Cubism.Framework.Motion{    /// <summary>    /// Cubism motion layer.    /// </summary>    public class CubismMotionLayer : ICubismFadeState    {        #region Action        /// <summary>        /// Action animation end handler.        /// </summary>        public Action<int, float> AnimationEndHandler;        #endregion        #region Variable        /// <summary>        /// Playable output.        /// </summary>        public AnimationMixerPlayable PlayableOutput { get; private set; }        /// <summary>        /// Playable output.        /// </summary>        private PlayableGraph _playableGraph;        /// <summary>        /// Cubism playing motions.        /// </summary>        private List<CubismFadePlayingMotion> _playingMotions;        /// <summary>        /// Cubism playing motions.        /// </summary>        private CubismMotionState _motionState;        /// <summary>        /// List of cubism fade motion.        /// </summary>        private CubismFadeMotionList _cubismFadeMotionList;        /// <summary>        /// Layer index.        /// </summary>        private int _layerIndex;        /// <summary>        /// Layer weight.        /// </summary>        private float _layerWeight;        /// <summary>        /// Animation is finished.        /// </summary>        private bool _isFinished;        /// <summary>        /// Is finished.        /// </summary>        /// <returns>True if the animation is finished, false otherwise.</returns>        public bool IsFinished        {            get { return _isFinished; }        }        #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 false;        }        /// <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 true;        }        /// <summary>        /// Set state transition finished.        /// </summary>        /// <param name="isFinished">State is finished.</param>        public void SetStateTransitionFinished(bool isFinished) {}        /// <summary>        /// Stop animation.        /// </summary>        /// <param name="index">Playing motion index.</param>        public void StopAnimation(int index)        {            // Remove from playing motion list.            _playingMotions.RemoveAt(index);        }        /// <summary>        /// Stop animation.        /// </summary>        public void StopAnimationClip()        {            // Remove from motion state list.            if (_motionState == null)            {                return;            }            _playableGraph.Disconnect(_motionState.ClipMixer, 0);            _motionState = null;            _isFinished = true;            StopAllAnimation();        }        #endregion        #region Function        /// <summary>        /// Initialize motion layer.        /// </summary>        /// <param name="playableGraph">.</param>        /// <param name="fadeMotionList">.</param>        /// <param name="layerWeight">.</param>        public static CubismMotionLayer CreateCubismMotionLayer(PlayableGraph playableGraph, CubismFadeMotionList fadeMotionList, int layerIndex, float layerWeight = 1.0f)        {            var ret = new CubismMotionLayer();            ret._playableGraph = playableGraph;            ret._cubismFadeMotionList = fadeMotionList;            ret._layerIndex = layerIndex;            ret._layerWeight = layerWeight;            ret._isFinished = true;            ret._motionState = null;            ret._playingMotions = new List<CubismFadePlayingMotion>();            ret.PlayableOutput = AnimationMixerPlayable.Create(playableGraph, 1);            return ret;        }        /// <summary>        /// Create fade playing motion.        /// </summary>        /// <param name="clip">Animator clip.</param>        /// <param name="speed">Animation speed.</param>        private CubismFadePlayingMotion CreateFadePlayingMotion(AnimationClip clip, bool isLooping, float speed = 1.0f)        {            var ret = new CubismFadePlayingMotion();            var isNotFound = true;            var instanceId = -1;            var events = clip.events;            for(var i = 0; i < events.Length; ++i)            {                if(events[i].functionName != "InstanceId")                {                    continue;                }                instanceId = events[i].intParameter;            }            for (int i = 0; i < _cubismFadeMotionList.MotionInstanceIds.Length; i++)            {                if(_cubismFadeMotionList.MotionInstanceIds[i] != instanceId)                {                    continue;                }                isNotFound = false;                ret.Speed = speed;                ret.StartTime = Time.time;                ret.FadeInStartTime = Time.time;                ret.Motion = _cubismFadeMotionList.CubismFadeMotionObjects[i];                ret.EndTime = (ret.Motion.MotionLength <= 0)                              ? -1                              : ret.StartTime + ret.Motion.MotionLength / speed;                ret.IsLooping = isLooping;                ret.Weight = 0.0f;                break;            }            if(isNotFound)            {                Debug.LogError("CubismMotionController : Not found motion from CubismFadeMotionList.");            }            return ret;        }        /// <summary>        /// Play animation.        /// </summary>        /// <param name="clip">Animation clip.</param>        /// <param name="isLoop">Animation is loop.</param>        /// <param name="speed">Animation speed.</param>        public void PlayAnimation(AnimationClip clip, bool isLoop = true, float speed = 1.0f)        {            if (_motionState != null)            {                _playableGraph.Disconnect(_motionState.ClipMixer, 0);            }            // Create cubism motion state.            _motionState = CubismMotionState.CreateCubismMotionState(_playableGraph, clip, isLoop, speed);#if UNITY_2018_2_OR_NEWER            PlayableOutput.DisconnectInput(0);#else            PlayableOutput.GetGraph().Disconnect(PlayableOutput, 0);#endif            PlayableOutput.ConnectInput(0, _motionState.ClipMixer, 0);            PlayableOutput.SetInputWeight(0, 1.0f);            // Set last motion end time and fade in start 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;                if (newEndTime < 0.0f || newEndTime < motion.EndTime)                {                    motion.EndTime = newEndTime;                }                while (motion.IsLooping)                {                    if ((motion.StartTime + motion.Motion.MotionLength) >= time)                    {                        break;                    }                    motion.StartTime += motion.Motion.MotionLength;                }                _playingMotions[_playingMotions.Count - 1] = motion;            }            // Create fade playing motion.            var playingMotion = CreateFadePlayingMotion(clip, isLoop, speed);            _playingMotions.Add(playingMotion);            _isFinished = false;        }        /// <summary>        /// Stop all animation.        /// </summary>        public void StopAllAnimation()        {            for(var i = _playingMotions.Count - 1; i >= 0; --i)            {                StopAnimation(i);            }        }        /// <summary>        /// Set layer weight.        /// </summary>        /// <param name="weight">Layer weight.</param>        public void SetLayerWeight(float weight)        {            _layerWeight = weight;        }        /// <summary>        /// Set state speed.        /// </summary>        /// <param name="index">index of playing motion list.</param>        /// <param name="speed">Animation speed.</param>        public void SetStateSpeed(int index, float speed)        {            // Fail silently...            if(index < 0)            {                return;            }            var playingMotionData = _playingMotions[index];            playingMotionData.Speed = speed;            playingMotionData.EndTime = (playingMotionData.EndTime - Time.time) / speed;            _playingMotions[index] = playingMotionData;            _motionState.ClipMixer.SetSpeed(speed);            _motionState.ClipPlayable.SetDuration(_motionState.Clip.length / speed - 0.0001f);        }        /// <summary>        /// Set state is loop.        /// </summary>        /// <param name="index">index of playing motion list.</param>        /// <param name="isLoop">Animation is loop.</param>        public void SetStateIsLoop(int index, bool isLoop)        {            // Fail silently...            if(index < 0)            {                return;            }            if(isLoop)            {                _motionState.ClipPlayable.SetDuration(double.MaxValue);            }            else            {                _motionState.ClipPlayable.SetDuration(_motionState.Clip.length - 0.0001f);            }        }        #endregion        public void Update()        {            // Fail silently...            if (AnimationEndHandler == null || _playingMotions.Count != 1 || _isFinished             || _motionState.ClipPlayable.GetDuration() == double.MaxValue || Time.time <= _playingMotions[0].EndTime)            {                return;            }            _isFinished = true;            var instanceId = -1;            var events = _motionState.Clip.events;            for (var i = 0; i < events.Length; ++i)            {                if (events[i].functionName != "InstanceId")                {                    continue;                }                instanceId = events[i].intParameter;            }            AnimationEndHandler(_layerIndex, instanceId);        }    }}
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