forked from BilalY/Rasagar
1076 lines
41 KiB
C#
1076 lines
41 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Animations;
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#if !UNITY_2020_2_OR_NEWER
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using UnityEngine.Experimental.Animations;
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#endif
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using UnityEngine.Playables;
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using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Flags specifying which offset fields to match
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/// </summary>
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[Flags]
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public enum MatchTargetFields
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{
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/// <summary>
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/// Translation X value
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/// </summary>
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PositionX = 1 << 0,
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/// <summary>
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/// Translation Y value
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/// </summary>
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PositionY = 1 << 1,
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/// <summary>
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/// Translation Z value
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/// </summary>
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PositionZ = 1 << 2,
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/// <summary>
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/// Rotation Euler Angle X value
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/// </summary>
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RotationX = 1 << 3,
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/// <summary>
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/// Rotation Euler Angle Y value
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/// </summary>
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RotationY = 1 << 4,
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/// <summary>
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/// Rotation Euler Angle Z value
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/// </summary>
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RotationZ = 1 << 5
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}
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/// <summary>
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/// Describes what is used to set the starting position and orientation of each Animation Track.
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/// </summary>
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/// <remarks>
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/// By default, each Animation Track uses ApplyTransformOffsets to start from a set position and orientation.
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/// To offset each Animation Track based on the current position and orientation in the scene, use ApplySceneOffsets.
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/// </remarks>
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public enum TrackOffset
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{
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/// <summary>
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/// Use this setting to offset each Animation Track based on a set position and orientation.
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/// </summary>
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ApplyTransformOffsets,
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/// <summary>
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/// Use this setting to offset each Animation Track based on the current position and orientation in the scene.
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/// </summary>
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ApplySceneOffsets,
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/// <summary>
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/// Use this setting to offset root transforms based on the state of the animator.
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/// </summary>
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/// <remarks>
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/// Only use this setting to support legacy Animation Tracks. This mode may be deprecated in a future release.
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///
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/// In Auto mode, when the animator bound to the animation track contains an AnimatorController, it offsets all animations similar to ApplySceneOffsets.
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/// If no controller is assigned, then all offsets are set to start from a fixed position and orientation, similar to ApplyTransformOffsets.
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/// 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.
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/// </remarks>
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Auto
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}
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// offset mode
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enum AppliedOffsetMode
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{
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NoRootTransform,
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TransformOffset,
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SceneOffset,
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TransformOffsetLegacy,
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SceneOffsetLegacy,
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SceneOffsetEditor, // scene offset mode in editor
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SceneOffsetLegacyEditor,
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}
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// separate from the enum to hide them from UI elements
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static class MatchTargetFieldConstants
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{
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public static MatchTargetFields All = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
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MatchTargetFields.PositionZ | MatchTargetFields.RotationX |
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MatchTargetFields.RotationY | MatchTargetFields.RotationZ;
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public static MatchTargetFields None = 0;
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public static MatchTargetFields Position = MatchTargetFields.PositionX | MatchTargetFields.PositionY |
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MatchTargetFields.PositionZ;
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public static MatchTargetFields Rotation = MatchTargetFields.RotationX | MatchTargetFields.RotationY |
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MatchTargetFields.RotationZ;
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public static bool HasAny(this MatchTargetFields me, MatchTargetFields fields)
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{
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return (me & fields) != None;
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}
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public static MatchTargetFields Toggle(this MatchTargetFields me, MatchTargetFields flag)
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{
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return me ^ flag;
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}
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}
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/// <summary>
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/// A Timeline track used for playing back animations on an Animator.
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/// </summary>
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[Serializable]
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[TrackClipType(typeof(AnimationPlayableAsset), false)]
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[TrackBindingType(typeof(Animator))]
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[ExcludeFromPreset]
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[TimelineHelpURL(typeof(AnimationTrack))]
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public partial class AnimationTrack : TrackAsset, ILayerable
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{
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const string k_DefaultInfiniteClipName = "Recorded";
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const string k_DefaultRecordableClipName = "Recorded";
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[SerializeField, FormerlySerializedAs("m_OpenClipPreExtrapolation")]
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TimelineClip.ClipExtrapolation m_InfiniteClipPreExtrapolation = TimelineClip.ClipExtrapolation.None;
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[SerializeField, FormerlySerializedAs("m_OpenClipPostExtrapolation")]
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TimelineClip.ClipExtrapolation m_InfiniteClipPostExtrapolation = TimelineClip.ClipExtrapolation.None;
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[SerializeField, FormerlySerializedAs("m_OpenClipOffsetPosition")]
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Vector3 m_InfiniteClipOffsetPosition = Vector3.zero;
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[SerializeField, FormerlySerializedAs("m_OpenClipOffsetEulerAngles")]
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Vector3 m_InfiniteClipOffsetEulerAngles = Vector3.zero;
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[SerializeField, FormerlySerializedAs("m_OpenClipTimeOffset")]
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double m_InfiniteClipTimeOffset;
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[SerializeField, FormerlySerializedAs("m_OpenClipRemoveOffset")]
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bool m_InfiniteClipRemoveOffset; // cached value for remove offset
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[SerializeField]
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bool m_InfiniteClipApplyFootIK = true;
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[SerializeField, HideInInspector]
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AnimationPlayableAsset.LoopMode mInfiniteClipLoop = AnimationPlayableAsset.LoopMode.UseSourceAsset;
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[SerializeField]
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MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All;
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[SerializeField]
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Vector3 m_Position = Vector3.zero;
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[SerializeField]
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Vector3 m_EulerAngles = Vector3.zero;
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[SerializeField] AvatarMask m_AvatarMask;
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[SerializeField] bool m_ApplyAvatarMask = true;
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[SerializeField] TrackOffset m_TrackOffset = TrackOffset.ApplyTransformOffsets;
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[SerializeField, HideInInspector] AnimationClip m_InfiniteClip;
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#if UNITY_EDITOR
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private AnimationClip m_DefaultPoseClip;
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private AnimationClip m_CachedPropertiesClip;
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private int m_CachedHash;
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private EditorCurveBinding[] m_CachedBindings;
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AnimationOffsetPlayable m_ClipOffset;
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private Vector3 m_SceneOffsetPosition = Vector3.zero;
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private Vector3 m_SceneOffsetRotation = Vector3.zero;
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private bool m_HasPreviewComponents = false;
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#endif
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/// <summary>
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/// The translation offset of the entire track.
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/// </summary>
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public Vector3 position
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{
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get { return m_Position; }
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set { m_Position = value; }
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}
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/// <summary>
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/// The rotation offset of the entire track, expressed as a quaternion.
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/// </summary>
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public Quaternion rotation
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{
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get { return Quaternion.Euler(m_EulerAngles); }
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set { m_EulerAngles = value.eulerAngles; }
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}
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/// <summary>
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/// The euler angle representation of the rotation offset of the entire track.
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/// </summary>
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public Vector3 eulerAngles
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{
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get { return m_EulerAngles; }
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set { m_EulerAngles = value; }
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}
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/// <summary>
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/// Specifies whether to apply track offsets to all clips on the track.
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/// </summary>
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/// <remarks>
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/// This can be used to offset all clips on a track, in addition to the clips individual offsets.
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/// </remarks>
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[Obsolete("applyOffset is deprecated. Use trackOffset instead", true)]
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public bool applyOffsets
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{
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get { return false; }
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set { }
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}
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/// <summary>
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/// Specifies what is used to set the starting position and orientation of an Animation Track.
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/// </summary>
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/// <remarks>
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/// Track Offset is only applied when the Animation Track contains animation that modifies the root Transform.
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/// </remarks>
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public TrackOffset trackOffset
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{
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get { return m_TrackOffset; }
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set { m_TrackOffset = value; }
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}
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/// <summary>
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/// Specifies which fields to match when aligning offsets of clips.
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/// </summary>
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public MatchTargetFields matchTargetFields
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{
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get { return m_MatchTargetFields; }
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set { m_MatchTargetFields = value & MatchTargetFieldConstants.All; }
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}
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/// <summary>
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/// An AnimationClip storing the data for an infinite track.
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/// </summary>
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/// <remarks>
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/// The value of this property is null when the AnimationTrack is in Clip Mode.
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/// </remarks>
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public AnimationClip infiniteClip
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{
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get { return m_InfiniteClip; }
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internal set { m_InfiniteClip = value; }
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}
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// saved value for converting to/from infinite mode
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internal bool infiniteClipRemoveOffset
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{
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get { return m_InfiniteClipRemoveOffset; }
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set { m_InfiniteClipRemoveOffset = value; }
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}
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/// <summary>
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/// Specifies the AvatarMask to be applied to all clips on the track.
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/// </summary>
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/// <remarks>
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/// Applying an AvatarMask to an animation track will allow discarding portions of the animation being applied on the track.
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/// </remarks>
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public AvatarMask avatarMask
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{
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get { return m_AvatarMask; }
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set { m_AvatarMask = value; }
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}
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/// <summary>
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/// Specifies whether to apply the AvatarMask to the track.
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/// </summary>
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public bool applyAvatarMask
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{
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get { return m_ApplyAvatarMask; }
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set { m_ApplyAvatarMask = value; }
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}
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// is this track compilable
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internal override bool CanCompileClips()
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{
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return !muted && (m_Clips.Count > 0 || (m_InfiniteClip != null && !m_InfiniteClip.empty));
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}
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/// <inheritdoc/>
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public override IEnumerable<PlayableBinding> outputs
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{
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get { yield return AnimationPlayableBinding.Create(name, this); }
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}
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/// <summary>
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/// Specifies whether the Animation Track has clips, or is in infinite mode.
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/// </summary>
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public bool inClipMode
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{
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get { return clips != null && clips.Length != 0; }
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}
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/// <summary>
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/// The translation offset of a track in infinite mode.
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/// </summary>
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public Vector3 infiniteClipOffsetPosition
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{
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get { return m_InfiniteClipOffsetPosition; }
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set { m_InfiniteClipOffsetPosition = value; }
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}
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/// <summary>
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/// The rotation offset of a track in infinite mode.
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/// </summary>
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public Quaternion infiniteClipOffsetRotation
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{
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get { return Quaternion.Euler(m_InfiniteClipOffsetEulerAngles); }
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set { m_InfiniteClipOffsetEulerAngles = value.eulerAngles; }
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}
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/// <summary>
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/// The euler angle representation of the rotation offset of the track when in infinite mode.
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/// </summary>
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public Vector3 infiniteClipOffsetEulerAngles
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{
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get { return m_InfiniteClipOffsetEulerAngles; }
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set { m_InfiniteClipOffsetEulerAngles = value; }
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}
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internal bool infiniteClipApplyFootIK
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{
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get { return m_InfiniteClipApplyFootIK; }
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set { m_InfiniteClipApplyFootIK = value; }
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}
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internal double infiniteClipTimeOffset
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{
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get { return m_InfiniteClipTimeOffset; }
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set { m_InfiniteClipTimeOffset = value; }
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}
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/// <summary>
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/// The saved state of pre-extrapolation for clips converted to infinite mode.
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/// </summary>
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public TimelineClip.ClipExtrapolation infiniteClipPreExtrapolation
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{
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get { return m_InfiniteClipPreExtrapolation; }
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set { m_InfiniteClipPreExtrapolation = value; }
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}
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/// <summary>
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/// The saved state of post-extrapolation for clips when converted to infinite mode.
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/// </summary>
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public TimelineClip.ClipExtrapolation infiniteClipPostExtrapolation
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{
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get { return m_InfiniteClipPostExtrapolation; }
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set { m_InfiniteClipPostExtrapolation = value; }
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}
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/// <summary>
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/// The saved state of animation clip loop state when converted to infinite mode
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/// </summary>
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internal AnimationPlayableAsset.LoopMode infiniteClipLoop
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{
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get { return mInfiniteClipLoop; }
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set { mInfiniteClipLoop = value; }
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}
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[ContextMenu("Reset Offsets")]
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void ResetOffsets()
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{
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m_Position = Vector3.zero;
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m_EulerAngles = Vector3.zero;
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UpdateClipOffsets();
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}
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/// <summary>
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/// Creates a TimelineClip on this track that uses an AnimationClip.
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/// </summary>
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/// <param name="clip">Source animation clip of the resulting TimelineClip.</param>
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/// <returns>A new TimelineClip which has an AnimationPlayableAsset asset attached.</returns>
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public TimelineClip CreateClip(AnimationClip clip)
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{
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if (clip == null)
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return null;
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var newClip = CreateClip<AnimationPlayableAsset>();
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AssignAnimationClip(newClip, clip);
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return newClip;
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}
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/// <summary>
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/// Creates an AnimationClip that stores the data for an infinite track.
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/// </summary>
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/// <remarks>
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/// If an infiniteClip already exists, this method produces no result, even if you provide a different value
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/// for infiniteClipName.
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/// </remarks>
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/// <remarks>
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/// This method can't create an infinite clip for an AnimationTrack that contains one or more Timeline clips.
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/// Use AnimationTrack.inClipMode to determine whether it is possible to create an infinite clip on an AnimationTrack.
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/// </remarks>
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/// <remarks>
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/// When used from the editor, this method attempts to save the created infinite clip to the TimelineAsset.
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/// The TimelineAsset must already exist in the AssetDatabase to save the infinite clip. If the TimelineAsset
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/// does not exist, the infinite clip is still created but it is not saved.
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/// </remarks>
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/// <param name="infiniteClipName">
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/// The name of the AnimationClip to create.
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/// This method does not ensure unique names. If you want a unique clip name, you must provide one.
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/// See ObjectNames.GetUniqueName for information on a method that creates unique names.
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/// </param>
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public void CreateInfiniteClip(string infiniteClipName)
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{
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if (inClipMode)
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{
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Debug.LogWarning("CreateInfiniteClip cannot create an infinite clip for an AnimationTrack that contains one or more Timeline Clips.");
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return;
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}
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if (m_InfiniteClip != null)
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return;
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m_InfiniteClip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(infiniteClipName) ? k_DefaultInfiniteClipName : infiniteClipName, this, false);
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}
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/// <summary>
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||
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/// Creates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline.
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/// </summary>
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||
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/// <remarks>
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||
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/// When used from the editor, this method attempts to save the created recordable clip to the TimelineAsset.
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||
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/// The TimelineAsset must already exist in the AssetDatabase to save the recordable clip. If the TimelineAsset
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/// does not exist, the recordable clip is still created but it is not saved.
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||
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/// </remarks>
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||
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/// <param name="animClipName">
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||
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/// The name of the AnimationClip to create.
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||
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/// This method does not ensure unique names. If you want a unique clip name, you must provide one.
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||
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/// See ObjectNames.GetUniqueName for information on a method that creates unique names.
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||
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/// </param>
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||
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/// <returns>
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||
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/// Returns a new TimelineClip with an AnimationPlayableAsset asset attached.
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||
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/// </returns>
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||
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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, AnimationTrack 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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!track.AnimatesRootTransform())
|
||
|
return mixer;
|
||
|
|
||
|
return ApplyTrackOffset(graph, mixer, go, mode);
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc cref="ILayerable.CreateLayerMixer"/>
|
||
|
/// <returns>Returns <c>Playable.Null</c></returns>
|
||
|
Playable ILayerable.CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount)
|
||
|
{
|
||
|
return Playable.Null;
|
||
|
}
|
||
|
|
||
|
internal override Playable CreateMixerPlayableGraph(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);
|
||
|
|
||
|
var genericRoot = GetGenericRootNode(go);
|
||
|
var animatesRootTransformNoMask = AnimatesRootTransform();
|
||
|
var animatesRootTransform = animatesRootTransformNoMask && !IsRootTransformDisabledByMask(go, genericRoot);
|
||
|
foreach (var subTrack in GetChildTracks())
|
||
|
{
|
||
|
var child = subTrack as AnimationTrack;
|
||
|
if (child != null && child.CanCompileClips())
|
||
|
{
|
||
|
var childAnimatesRoot = child.AnimatesRootTransform();
|
||
|
animatesRootTransformNoMask |= child.AnimatesRootTransform();
|
||
|
animatesRootTransform |= (childAnimatesRoot && !child.IsRootTransformDisabledByMask(go, genericRoot));
|
||
|
flattenTracks.Add(child);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// figure out which mode to apply
|
||
|
AppliedOffsetMode mode = GetOffsetMode(go, animatesRootTransform);
|
||
|
int defaultBlendCount = GetDefaultBlendCount();
|
||
|
var layerMixer = CreateGroupMixer(graph, go, flattenTracks.Count + defaultBlendCount);
|
||
|
for (int c = 0; c < flattenTracks.Count; c++)
|
||
|
{
|
||
|
int blendIndex = c + defaultBlendCount;
|
||
|
// if the child is masking the root transform, compile it as if we are non-root mode
|
||
|
var childMode = mode;
|
||
|
if (mode != AppliedOffsetMode.NoRootTransform && flattenTracks[c].IsRootTransformDisabledByMask(go, genericRoot))
|
||
|
childMode = AppliedOffsetMode.NoRootTransform;
|
||
|
|
||
|
var compiledTrackPlayable = flattenTracks[c].inClipMode ?
|
||
|
CompileTrackPlayable(graph, flattenTracks[c], go, tree, childMode) :
|
||
|
flattenTracks[c].CreateInfiniteTrackPlayable(graph, go, tree, childMode);
|
||
|
graph.Connect(compiledTrackPlayable, 0, layerMixer, blendIndex);
|
||
|
layerMixer.SetInputWeight(blendIndex, flattenTracks[c].inClipMode ? 0 : 1);
|
||
|
if (flattenTracks[c].applyAvatarMask && flattenTracks[c].avatarMask != null)
|
||
|
{
|
||
|
layerMixer.SetLayerMaskFromAvatarMask((uint)blendIndex, flattenTracks[c].avatarMask);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var requiresMotionXPlayable = RequiresMotionXPlayable(mode, go);
|
||
|
|
||
|
// In the editor, we may require the motion X playable if we are animating the root transform but it is masked out, because the default poses
|
||
|
// need to properly update root motion
|
||
|
requiresMotionXPlayable |= (defaultBlendCount > 0 && RequiresMotionXPlayable(GetOffsetMode(go, animatesRootTransformNoMask), go));
|
||
|
|
||
|
// Attach the default poses
|
||
|
AttachDefaultBlend(graph, layerMixer, requiresMotionXPlayable);
|
||
|
|
||
|
// motionX playable not required in scene offset mode, or root transform mode
|
||
|
Playable mixer = layerMixer;
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
private int GetDefaultBlendCount()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (Application.isPlaying)
|
||
|
return 0;
|
||
|
|
||
|
return ((m_CachedPropertiesClip != null) ? 1 : 0) + ((m_DefaultPoseClip != null) ? 1 : 0);
|
||
|
#else
|
||
|
return 0;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// Attaches the default blends to the layer mixer
|
||
|
// 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 void AttachDefaultBlend(PlayableGraph graph, AnimationLayerMixerPlayable mixer, bool requireOffset)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (Application.isPlaying)
|
||
|
return;
|
||
|
|
||
|
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, mixer, mixerInput);
|
||
|
mixer.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, mixer, mixerInput);
|
||
|
mixer.SetInputWeight(mixerInput, 1.0f);
|
||
|
}
|
||
|
#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 = AssetDatabase.LoadAssetAtPath<AnimationClip>(k_DefaultHumanoidClipPath);
|
||
|
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)
|
||
|
{
|
||
|
#if UNITY_2022_2_OR_NEWER
|
||
|
return AnimationLayerMixerPlayable.Create(graph, inputCount, false);
|
||
|
#else
|
||
|
return AnimationLayerMixerPlayable.Create(graph, inputCount);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
if (!AnimatesRootTransform())
|
||
|
return mixer;
|
||
|
|
||
|
var rootTrack = isSubTrack ? (AnimationTrack)parent : this;
|
||
|
return rootTrack.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
|
||
|
)
|
||
|
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);
|
||
|
// case 1174752 - recording root transform on humanoid clips clips cause invalid pose. This will apply the default T-Pose, only if it not already driven by another track
|
||
|
if (!hasHumanMotion && animator.isHuman && AnimatesRootTransform() &&
|
||
|
!DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalPosition.x") &&
|
||
|
!DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalRotation.x"))
|
||
|
hasHumanMotion = true;
|
||
|
|
||
|
m_SceneOffsetPosition = animator.transform.localPosition;
|
||
|
m_SceneOffsetRotation = animator.transform.localEulerAngles;
|
||
|
|
||
|
// Create default pose clip from collected properties
|
||
|
if (hasHumanMotion)
|
||
|
animClips.Add(GetDefaultHumanoidClip());
|
||
|
|
||
|
m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null;
|
||
|
var hash = AnimationPreviewUtilities.GetClipHash(animClips);
|
||
|
if (m_CachedBindings == null || m_CachedHash != hash)
|
||
|
{
|
||
|
m_CachedBindings = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips);
|
||
|
m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, m_CachedBindings);
|
||
|
m_CachedHash = hash;
|
||
|
}
|
||
|
|
||
|
AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, m_CachedBindings); // faster to preview from curves then an animation clip
|
||
|
#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;
|
||
|
}
|
||
|
|
||
|
private bool IsRootTransformDisabledByMask(GameObject gameObject, Transform genericRootNode)
|
||
|
{
|
||
|
if (avatarMask == null || !applyAvatarMask)
|
||
|
return false;
|
||
|
|
||
|
var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
|
||
|
if (animator == null)
|
||
|
return false;
|
||
|
|
||
|
if (animator.isHuman)
|
||
|
return !avatarMask.GetHumanoidBodyPartActive(AvatarMaskBodyPart.Root);
|
||
|
|
||
|
if (avatarMask.transformCount == 0)
|
||
|
return false;
|
||
|
|
||
|
// no special root supplied
|
||
|
if (genericRootNode == null)
|
||
|
return string.IsNullOrEmpty(avatarMask.GetTransformPath(0)) && !avatarMask.GetTransformActive(0);
|
||
|
|
||
|
// walk the avatar list to find the matching transform
|
||
|
for (int i = 0; i < avatarMask.transformCount; i++)
|
||
|
{
|
||
|
if (genericRootNode == animator.transform.Find(avatarMask.GetTransformPath(i)))
|
||
|
return !avatarMask.GetTransformActive(i);
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Returns the generic root transform node. Returns null if it is the root node, OR if it not a generic node
|
||
|
private Transform GetGenericRootNode(GameObject gameObject)
|
||
|
{
|
||
|
var animator = GetBinding(gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null);
|
||
|
if (animator == null)
|
||
|
return null;
|
||
|
|
||
|
if (animator.isHuman)
|
||
|
return null;
|
||
|
|
||
|
if (animator.avatar == null)
|
||
|
return null;
|
||
|
|
||
|
// this returns the bone name, but not the full path
|
||
|
var rootName = animator.avatar.humanDescription.m_RootMotionBoneName;
|
||
|
if (rootName == animator.name || string.IsNullOrEmpty(rootName))
|
||
|
return null;
|
||
|
|
||
|
// walk the hierarchy to find the first bone with this name
|
||
|
return FindInHierarchyBreadthFirst(animator.transform, rootName);
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
private static readonly Queue<Transform> s_CachedQueue = new Queue<Transform>(100);
|
||
|
private static Transform FindInHierarchyBreadthFirst(Transform t, string name)
|
||
|
{
|
||
|
s_CachedQueue.Clear();
|
||
|
s_CachedQueue.Enqueue(t);
|
||
|
while (s_CachedQueue.Count > 0)
|
||
|
{
|
||
|
var r = s_CachedQueue.Dequeue();
|
||
|
if (r.name == name)
|
||
|
return r;
|
||
|
for (int i = 0; i < r.childCount; i++)
|
||
|
s_CachedQueue.Enqueue(r.GetChild(i));
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
}
|
||
|
}
|