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35
.gitignore
vendored
Normal file
35
.gitignore
vendored
Normal file
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|
||||
# Unity 自动生成的缓存目录
|
||||
Library/
|
||||
Logs/
|
||||
Temp/
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||||
Obj/
|
||||
UserSettings/
|
||||
|
||||
# Visual Studio 相关
|
||||
.vs/
|
||||
*.csproj
|
||||
*.sln
|
||||
*.suo
|
||||
*.user
|
||||
*.unityproj
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
|
||||
# Rider 相关
|
||||
.idea/
|
||||
*.iml
|
||||
|
||||
# 打包后的文件
|
||||
*.apk
|
||||
*.ipa
|
||||
*.exe
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||||
|
||||
# Unity 资源包
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*.unitypackage
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||||
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||||
# MacOS 和 Windows 生成的无用文件
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||||
.DS_Store
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||||
Thumbs.db
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*.tmp
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||||
*.cache
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||||
6
My project/.vsconfig
Normal file
6
My project/.vsconfig
Normal file
@ -0,0 +1,6 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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||||
}
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||||
8
My project/Assets/Animations.meta
Normal file
8
My project/Assets/Animations.meta
Normal file
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assetBundleVariant:
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8
My project/Assets/Animations/UI.meta
Normal file
8
My project/Assets/Animations/UI.meta
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externalObjects: {}
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userData:
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assetBundleVariant:
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8
My project/Assets/Animations/UI/TechButton.meta
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8
My project/Assets/Animations/UI/TechButton.meta
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194
My project/Assets/Animations/UI/TechButton/Background.controller
Normal file
194
My project/Assets/Animations/UI/TechButton/Background.controller
Normal file
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curve:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalScale.z
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path:
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userData:
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39
My project/Assets/AssetBundleCollectorSetting.asset
Normal file
39
My project/Assets/AssetBundleCollectorSetting.asset
Normal file
@ -0,0 +1,39 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 185f6993d5150494d98da50e26cb1c25, type: 3}
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m_Name: AssetBundleCollectorSetting
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m_EditorClassIdentifier:
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ShowPackageView: 1
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ShowEditorAlias: 1
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UniqueBundleName: 1
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Packages:
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- PackageName: DefaultPackage
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PackageDesc: "\u9ED8\u8BA4\u8D44\u6E90"
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EnableAddressable: 0
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LocationToLower: 0
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IncludeAssetGUID: 0
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AutoCollectShaders: 1
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IgnoreRuleName: NormalIgnoreRule
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Groups:
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- GroupName: Default Group
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GroupDesc: "\u9ED8\u8BA4\u5206\u7EC4"
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AssetTags: "\u9ED8\u8BA4"
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ActiveRuleName: EnableGroup
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Collectors:
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- CollectPath: Assets/LoadableResources
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CollectorGUID: 6f361d8ecfc66184ca7316d96a6bb15e
|
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CollectorType: 0
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AddressRuleName: AddressByFileName
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PackRuleName: PackDirectory
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FilterRuleName: CollectAll
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AssetTags:
|
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UserData:
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8
My project/Assets/AssetBundleCollectorSetting.asset.meta
Normal file
8
My project/Assets/AssetBundleCollectorSetting.asset.meta
Normal file
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fileFormatVersion: 2
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guid: 9adbaa351cdf4b044871375987aa36ba
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleVariant:
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8
My project/Assets/Editor.meta
Normal file
8
My project/Assets/Editor.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: f6e2aac0a0e27644aa0d5ffedea1d12f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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106
My project/Assets/Editor/ActionInfoDrawer.cs
Normal file
106
My project/Assets/Editor/ActionInfoDrawer.cs
Normal file
@ -0,0 +1,106 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomPropertyDrawer(typeof(ActionInfo))]
|
||||
public class ActionInfoDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
var actionIdProp = property.FindPropertyRelative("ActionId");
|
||||
var actionTypeProp = actionIdProp?.FindPropertyRelative("ActionType");
|
||||
|
||||
string actionTypeName = (actionTypeProp != null && actionTypeProp.propertyType == SerializedPropertyType.Enum)
|
||||
? actionTypeProp.enumDisplayNames[actionTypeProp.enumValueIndex]
|
||||
: "Unknown";
|
||||
|
||||
string secondaryName = "None";
|
||||
|
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if (actionIdProp != null)
|
||||
{
|
||||
SerializedProperty subProp = actionIdProp.Copy();
|
||||
SerializedProperty endProp = subProp.GetEndProperty();
|
||||
|
||||
bool enterChildren = true;
|
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if (subProp.NextVisible(enterChildren))
|
||||
{
|
||||
do
|
||||
{
|
||||
if (SerializedProperty.EqualContents(subProp, endProp))
|
||||
break;
|
||||
|
||||
if (subProp.propertyType == SerializedPropertyType.Enum &&
|
||||
subProp.name != "ActionType")
|
||||
{
|
||||
if (subProp.enumValueIndex != 0 && subProp.enumValueIndex < subProp.enumDisplayNames.Length)
|
||||
{
|
||||
secondaryName = subProp.enumDisplayNames[subProp.enumValueIndex];
|
||||
break;
|
||||
}
|
||||
}
|
||||
} while (subProp.NextVisible(false));
|
||||
}
|
||||
}
|
||||
|
||||
// 构造标题
|
||||
string rawLabel = label.text;
|
||||
string index = rawLabel.Replace("Element", "").Trim();
|
||||
label.text = $"[{actionTypeName}: {secondaryName}] {index}";
|
||||
|
||||
// Foldout
|
||||
property.isExpanded = EditorGUI.Foldout(
|
||||
new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight),
|
||||
property.isExpanded,
|
||||
label
|
||||
);
|
||||
|
||||
// 展开所有字段
|
||||
if (property.isExpanded)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
float y = position.y + EditorGUIUtility.singleLineHeight;
|
||||
|
||||
SerializedProperty childProp = property.Copy();
|
||||
SerializedProperty end = childProp.GetEndProperty();
|
||||
|
||||
if (childProp.NextVisible(true))
|
||||
{
|
||||
do
|
||||
{
|
||||
if (SerializedProperty.EqualContents(childProp, end))
|
||||
break;
|
||||
|
||||
float h = EditorGUI.GetPropertyHeight(childProp, true);
|
||||
EditorGUI.PropertyField(new Rect(position.x, y, position.width, h), childProp, true);
|
||||
y += h + EditorGUIUtility.standardVerticalSpacing;
|
||||
|
||||
} while (childProp.NextVisible(false));
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
float height = EditorGUIUtility.singleLineHeight;
|
||||
|
||||
if (property.isExpanded)
|
||||
{
|
||||
SerializedProperty childProp = property.Copy();
|
||||
SerializedProperty end = childProp.GetEndProperty();
|
||||
|
||||
if (childProp.NextVisible(true))
|
||||
{
|
||||
do
|
||||
{
|
||||
if (SerializedProperty.EqualContents(childProp, end))
|
||||
break;
|
||||
|
||||
height += EditorGUI.GetPropertyHeight(childProp, true) + EditorGUIUtility.standardVerticalSpacing;
|
||||
} while (childProp.NextVisible(false));
|
||||
}
|
||||
}
|
||||
|
||||
return height;
|
||||
}
|
||||
}
|
||||
11
My project/Assets/Editor/ActionInfoDrawer.cs.meta
Normal file
11
My project/Assets/Editor/ActionInfoDrawer.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: c38fe0bfed613de478632ed7f40e3085
|
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
||||
75
My project/Assets/Editor/TechInfoDrawer.cs
Normal file
75
My project/Assets/Editor/TechInfoDrawer.cs
Normal file
@ -0,0 +1,75 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomPropertyDrawer(typeof(TechInfo))]
|
||||
public class TechInfoDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
// Step 1: 获取 TechId
|
||||
var techIdProp = property.FindPropertyRelative("TechType");
|
||||
var techNameProp =property.FindPropertyRelative("TechName");
|
||||
|
||||
|
||||
string techIdText = techIdProp != null ? techIdProp.uintValue.ToString() : "???";
|
||||
string techNameText = techNameProp != null ? techNameProp.stringValue : "Unnamed";
|
||||
string rawLabel = $"#{techIdText} {techNameText}";
|
||||
|
||||
// Step 4: 显示 Foldout
|
||||
property.isExpanded = EditorGUI.Foldout(
|
||||
new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight),
|
||||
property.isExpanded,
|
||||
rawLabel
|
||||
);
|
||||
|
||||
// Step 5: 展开显示所有字段
|
||||
if (property.isExpanded)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
float y = position.y + EditorGUIUtility.singleLineHeight;
|
||||
|
||||
SerializedProperty childProp = property.Copy();
|
||||
SerializedProperty end = childProp.GetEndProperty();
|
||||
|
||||
childProp.NextVisible(true); // 进入第一个子属性
|
||||
|
||||
while (!SerializedProperty.EqualContents(childProp, end))
|
||||
{
|
||||
float h = EditorGUI.GetPropertyHeight(childProp, true);
|
||||
EditorGUI.PropertyField(
|
||||
new Rect(position.x, y, position.width, h),
|
||||
childProp,
|
||||
true
|
||||
);
|
||||
y += h + EditorGUIUtility.standardVerticalSpacing;
|
||||
|
||||
if (!childProp.NextVisible(false))
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
float height = EditorGUIUtility.singleLineHeight;
|
||||
|
||||
if (property.isExpanded)
|
||||
{
|
||||
SerializedProperty childProp = property.Copy();
|
||||
SerializedProperty end = childProp.GetEndProperty();
|
||||
|
||||
childProp.NextVisible(true); // 进入第一个子属性
|
||||
|
||||
while (!SerializedProperty.EqualContents(childProp, end))
|
||||
{
|
||||
height += EditorGUI.GetPropertyHeight(childProp, true) + EditorGUIUtility.standardVerticalSpacing;
|
||||
if (!childProp.NextVisible(false))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return height;
|
||||
}
|
||||
}
|
||||
11
My project/Assets/Editor/TechInfoDrawer.cs.meta
Normal file
11
My project/Assets/Editor/TechInfoDrawer.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7dc4353d2b797046beac8b7769553e5
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
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67
My project/Assets/Editor/UnitTypeDataAssetGenerator.cs
Normal file
67
My project/Assets/Editor/UnitTypeDataAssetGenerator.cs
Normal file
@ -0,0 +1,67 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
public class UnitTypeSpriteFiller
|
||||
{
|
||||
[MenuItem("TH1 Tools/补全UnitType各个兵种SpriteList")]
|
||||
public static void FillMissingCivSprites()
|
||||
{
|
||||
string[] forcesNameList =
|
||||
{
|
||||
"RemiliaForces", "KaguyaForces", "KanakoForces", "SatoriForces", "ReimuForces", "ByakurenForces",
|
||||
"MikoForces", "ZanmuForces"
|
||||
};
|
||||
|
||||
string[] civNameList =
|
||||
{
|
||||
"Egyptian", "French", "Germany", "Indian", "Norway", "British",
|
||||
"Persian", "Byzantine"
|
||||
};
|
||||
|
||||
string assetPath = "Assets/Resources/DataAssets/UnitTypeDataAssets.asset";
|
||||
var asset = AssetDatabase.LoadAssetAtPath<UnitTypeDataAssets>(assetPath);
|
||||
if (asset == null)
|
||||
{
|
||||
Debug.LogError("❌ 找不到 UnitTypeDataAssets.asset,请确认路径正确!");
|
||||
return;
|
||||
}
|
||||
|
||||
int addCount = 0;
|
||||
|
||||
foreach (var unitInfo in asset.UnitTypeList)
|
||||
{
|
||||
if (!unitInfo.IsSpriteVarient) continue;
|
||||
if (unitInfo.SpriteList == null)
|
||||
unitInfo.SpriteList = new List<CivForceToSprite>();
|
||||
|
||||
HashSet<uint> existingCivIds = unitInfo.SpriteList.Select(s => s.CivId).ToHashSet();
|
||||
|
||||
for (uint civId = 0; civId <= 7; civId++)
|
||||
{
|
||||
if (existingCivIds.Contains(civId)) continue;
|
||||
|
||||
// 创建并添加新的默认 CivForceToSprite
|
||||
var newSprite = new CivForceToSprite
|
||||
{
|
||||
CivId = civId,
|
||||
ForceId = civId,
|
||||
IgnoreCivId = false,
|
||||
IgnoreForceId = false,
|
||||
Sprite = Resources.Load<Sprite>($"ArtResources/TH1Units/{forcesNameList[civId]}/{civNameList[civId]}/{forcesNameList[civId]}_{civNameList[civId]}_{unitInfo.UnitType.ToString()}"),
|
||||
SpriteGlow = Resources.Load<Sprite>($"ArtResources/TH1Units/{forcesNameList[civId]}/{civNameList[civId]}/{forcesNameList[civId]}_{civNameList[civId]}_{unitInfo.UnitType.ToString()}_glow")
|
||||
};
|
||||
|
||||
unitInfo.SpriteList.Add(newSprite);
|
||||
addCount++;
|
||||
}
|
||||
}
|
||||
|
||||
EditorUtility.SetDirty(asset);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
Debug.Log($"✅ 补全完成:共添加了 {addCount} 个 CivForceToSprite 条目。");
|
||||
}
|
||||
}
|
||||
11
My project/Assets/Editor/UnitTypeDataAssetGenerator.cs.meta
Normal file
11
My project/Assets/Editor/UnitTypeDataAssetGenerator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
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|
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|
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|
||||
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|
||||
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|
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assetBundleVariant:
|
||||
77
My project/Assets/Editor/UnitTypeInfoDrawer.cs
Normal file
77
My project/Assets/Editor/UnitTypeInfoDrawer.cs
Normal file
@ -0,0 +1,77 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomPropertyDrawer(typeof(UnitTypeInfo))]
|
||||
public class UnitTypeInfoDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
// Step 1: 获取 UnitType
|
||||
var unitTypeProp = property.FindPropertyRelative("UnitType");
|
||||
var giantTypeProp = property.FindPropertyRelative("GiantType");
|
||||
|
||||
string unitTypeName = unitTypeProp?.enumDisplayNames[unitTypeProp.enumValueIndex];
|
||||
string giantTypeName = giantTypeProp?.enumDisplayNames[giantTypeProp.enumValueIndex];
|
||||
|
||||
// Step 3: 构造标题
|
||||
//label.text = unitTypeName;
|
||||
label.text = unitTypeName + (giantTypeName == "None"?"" : " : " + giantTypeName);
|
||||
|
||||
// Step 4: 显示 Foldout
|
||||
property.isExpanded = EditorGUI.Foldout(
|
||||
new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight),
|
||||
property.isExpanded,
|
||||
label
|
||||
);
|
||||
|
||||
// Step 5: 展开显示所有字段
|
||||
if (property.isExpanded)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
float y = position.y + EditorGUIUtility.singleLineHeight;
|
||||
|
||||
SerializedProperty childProp = property.Copy();
|
||||
SerializedProperty end = childProp.GetEndProperty();
|
||||
|
||||
childProp.NextVisible(true); // 进入第一个子属性
|
||||
|
||||
while (!SerializedProperty.EqualContents(childProp, end))
|
||||
{
|
||||
float h = EditorGUI.GetPropertyHeight(childProp, true);
|
||||
EditorGUI.PropertyField(
|
||||
new Rect(position.x, y, position.width, h),
|
||||
childProp,
|
||||
true
|
||||
);
|
||||
y += h + EditorGUIUtility.standardVerticalSpacing;
|
||||
|
||||
if (!childProp.NextVisible(false))
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
float height = EditorGUIUtility.singleLineHeight;
|
||||
|
||||
if (property.isExpanded)
|
||||
{
|
||||
SerializedProperty childProp = property.Copy();
|
||||
SerializedProperty end = childProp.GetEndProperty();
|
||||
|
||||
childProp.NextVisible(true); // 进入第一个子属性
|
||||
|
||||
while (!SerializedProperty.EqualContents(childProp, end))
|
||||
{
|
||||
height += EditorGUI.GetPropertyHeight(childProp, true) + EditorGUIUtility.standardVerticalSpacing;
|
||||
if (!childProp.NextVisible(false))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return height;
|
||||
}
|
||||
}
|
||||
11
My project/Assets/Editor/UnitTypeInfoDrawer.cs.meta
Normal file
11
My project/Assets/Editor/UnitTypeInfoDrawer.cs.meta
Normal file
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8
My project/Assets/Fonts.meta
Normal file
8
My project/Assets/Fonts.meta
Normal file
@ -0,0 +1,8 @@
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My project/Assets/Fonts/FZLTJH.TTF
Normal file
BIN
My project/Assets/Fonts/FZLTJH.TTF
Normal file
Binary file not shown.
21
My project/Assets/Fonts/FZLTJH.TTF.meta
Normal file
21
My project/Assets/Fonts/FZLTJH.TTF.meta
Normal file
@ -0,0 +1,21 @@
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My project/Assets/Fonts/JQJLS.TTF
Normal file
BIN
My project/Assets/Fonts/JQJLS.TTF
Normal file
Binary file not shown.
20
My project/Assets/Fonts/JQJLS.TTF.meta
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20
My project/Assets/Fonts/JQJLS.TTF.meta
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168763
My project/Assets/Fonts/SourceHanSansCN-Regular SDF.asset
Normal file
168763
My project/Assets/Fonts/SourceHanSansCN-Regular SDF.asset
Normal file
File diff suppressed because one or more lines are too long
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My project/Assets/Fonts/SourceHanSansCN-Regular.otf
Normal file
BIN
My project/Assets/Fonts/SourceHanSansCN-Regular.otf
Normal file
Binary file not shown.
21
My project/Assets/Fonts/SourceHanSansCN-Regular.otf.meta
Normal file
21
My project/Assets/Fonts/SourceHanSansCN-Regular.otf.meta
Normal file
@ -0,0 +1,21 @@
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2865
My project/Assets/Fonts/YHST SDF.asset
Normal file
2865
My project/Assets/Fonts/YHST SDF.asset
Normal file
File diff suppressed because one or more lines are too long
8
My project/Assets/Fonts/YHST SDF.asset.meta
Normal file
8
My project/Assets/Fonts/YHST SDF.asset.meta
Normal file
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My project/Assets/Fonts/YHST.ttf
Normal file
BIN
My project/Assets/Fonts/YHST.ttf
Normal file
Binary file not shown.
21
My project/Assets/Fonts/YHST.ttf.meta
Normal file
21
My project/Assets/Fonts/YHST.ttf.meta
Normal file
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My project/Assets/Fonts/chinese.txt
Normal file
1
My project/Assets/Fonts/chinese.txt
Normal file
File diff suppressed because one or more lines are too long
7
My project/Assets/Fonts/chinese.txt.meta
Normal file
7
My project/Assets/Fonts/chinese.txt.meta
Normal file
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2738
My project/Assets/Fonts/造字工房鼎黑常规体 SDF.asset
Normal file
2738
My project/Assets/Fonts/造字工房鼎黑常规体 SDF.asset
Normal file
File diff suppressed because one or more lines are too long
8
My project/Assets/Fonts/造字工房鼎黑常规体 SDF.asset.meta
Normal file
8
My project/Assets/Fonts/造字工房鼎黑常规体 SDF.asset.meta
Normal file
@ -0,0 +1,8 @@
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My project/Assets/Fonts/造字工房鼎黑常规体.ttf
Normal file
BIN
My project/Assets/Fonts/造字工房鼎黑常规体.ttf
Normal file
Binary file not shown.
21
My project/Assets/Fonts/造字工房鼎黑常规体.ttf.meta
Normal file
21
My project/Assets/Fonts/造字工房鼎黑常规体.ttf.meta
Normal file
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8
My project/Assets/LoadableResources.meta
Normal file
8
My project/Assets/LoadableResources.meta
Normal file
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My project/Assets/LoadableResources/AIConfig.meta
Normal file
8
My project/Assets/LoadableResources/AIConfig.meta
Normal file
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My project/Assets/LoadableResources/AIConfig/ai_config.asset
Normal file
27
My project/Assets/LoadableResources/AIConfig/ai_config.asset
Normal file
@ -0,0 +1,27 @@
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My project/Assets/Materials.meta
Normal file
8
My project/Assets/Materials.meta
Normal file
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My project/Assets/Materials/CircleMaterial.mat
Normal file
86
My project/Assets/Materials/CircleMaterial.mat
Normal file
@ -0,0 +1,86 @@
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My project/Assets/Plugins/Animancer/Animancer.asmdef
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My project/Assets/Plugins/Animancer/Animancer.asmdef
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{
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720
My project/Assets/Plugins/Animancer/AnimancerComponent.cs
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720
My project/Assets/Plugins/Animancer/AnimancerComponent.cs
Normal file
@ -0,0 +1,720 @@
|
||||
// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Playables;
|
||||
|
||||
namespace Animancer
|
||||
{
|
||||
/// <summary>
|
||||
/// The main component through which other scripts can interact with <see cref="Animancer"/>. It allows you to play
|
||||
/// animations on an <see cref="UnityEngine.Animator"/> without using a <see cref="RuntimeAnimatorController"/>.
|
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/// </summary>
|
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/// <remarks>
|
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/// This class can be used as a custom yield instruction to wait until all animations finish playing.
|
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/// <para></para>
|
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/// This class is mostly just a wrapper that connects an <see cref="AnimancerPlayable"/> to an
|
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/// <see cref="UnityEngine.Animator"/>.
|
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/// <para></para>
|
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/component-types">Component Types</see>
|
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/// </remarks>
|
||||
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent
|
||||
///
|
||||
[AddComponentMenu(Strings.MenuPrefix + "Animancer Component")]
|
||||
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerComponent))]
|
||||
[DefaultExecutionOrder(DefaultExecutionOrder)]
|
||||
public class AnimancerComponent : MonoBehaviour,
|
||||
IAnimancerComponent, IEnumerator, IAnimationClipSource, IAnimationClipCollection
|
||||
{
|
||||
/************************************************************************************************************************/
|
||||
#region Fields and Properties
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Initialize before anything else tries to use this component.</summary>
|
||||
public const int DefaultExecutionOrder = -5000;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField, Tooltip("The Animator component which this script controls")]
|
||||
private Animator _Animator;
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// The <see cref="UnityEngine.Animator"/> component which this script controls.
|
||||
/// </summary>
|
||||
public Animator Animator
|
||||
{
|
||||
get => _Animator;
|
||||
set
|
||||
{
|
||||
_Animator = value;
|
||||
if (IsPlayableInitialized)
|
||||
{
|
||||
_Playable.DestroyOutput();
|
||||
_Playable.CreateOutput(value, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>[Editor-Only] The name of the serialized backing field for the <see cref="Animator"/> property.</summary>
|
||||
string IAnimancerComponent.AnimatorFieldName => nameof(_Animator);
|
||||
#endif
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
private AnimancerPlayable _Playable;
|
||||
|
||||
/// <summary>
|
||||
/// The internal system which manages the playing animations.
|
||||
/// Accessing this property will automatically initialize it.
|
||||
/// </summary>
|
||||
public AnimancerPlayable Playable
|
||||
{
|
||||
get
|
||||
{
|
||||
InitializePlayable();
|
||||
return _Playable;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Indicates whether the <see cref="Playable"/> has been initialized.</summary>
|
||||
public bool IsPlayableInitialized => _Playable != null && _Playable.IsValid;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>The states managed by this component.</summary>
|
||||
public AnimancerPlayable.StateDictionary States => Playable.States;
|
||||
|
||||
/// <summary>The layers which each manage their own set of animations.</summary>
|
||||
public AnimancerPlayable.LayerList Layers => Playable.Layers;
|
||||
|
||||
/// <summary>Returns the <see cref="Playable"/>.</summary>
|
||||
public static implicit operator AnimancerPlayable(AnimancerComponent animancer) => animancer.Playable;
|
||||
|
||||
/// <summary>Returns layer 0.</summary>
|
||||
public static implicit operator AnimancerLayer(AnimancerComponent animancer) => animancer.Playable.Layers[0];
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
[SerializeField, Tooltip("Determines what happens when this component is disabled" +
|
||||
" or its " + nameof(GameObject) + " becomes inactive (i.e. in " + nameof(OnDisable) + "):" +
|
||||
"\n• " + nameof(DisableAction.Stop) + " all animations" +
|
||||
"\n• " + nameof(DisableAction.Pause) + " all animations" +
|
||||
"\n• " + nameof(DisableAction.Continue) + " playing" +
|
||||
"\n• " + nameof(DisableAction.Reset) + " to the original values" +
|
||||
"\n• " + nameof(DisableAction.Destroy) + " all layers and states")]
|
||||
private DisableAction _ActionOnDisable;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>[Editor-Only] The name of the serialized backing field for the <see cref="ActionOnDisable"/> property.</summary>
|
||||
string IAnimancerComponent.ActionOnDisableFieldName => nameof(_ActionOnDisable);
|
||||
#endif
|
||||
|
||||
/// <summary>[<see cref="SerializeField"/>]
|
||||
/// Determines what happens when this component is disabled or its <see cref="GameObject"/> becomes inactive
|
||||
/// (i.e. in <see cref="OnDisable"/>).
|
||||
/// </summary>
|
||||
/// <remarks>The default value is <see cref="DisableAction.Stop"/>.</remarks>
|
||||
public ref DisableAction ActionOnDisable => ref _ActionOnDisable;
|
||||
|
||||
/// <inheritdoc/>
|
||||
bool IAnimancerComponent.ResetOnDisable => _ActionOnDisable == DisableAction.Reset;
|
||||
|
||||
/// <summary>
|
||||
/// An action to perform when disabling an <see cref="AnimancerComponent"/>. See <see cref="ActionOnDisable"/>.
|
||||
/// </summary>
|
||||
public enum DisableAction
|
||||
{
|
||||
/// <summary>
|
||||
/// Stop all animations and rewind them, but leave all animated values as they are (unlike
|
||||
/// <see cref="Reset"/>).
|
||||
/// </summary>
|
||||
/// <remarks>Calls <see cref="Stop()"/> and <see cref="AnimancerPlayable.PauseGraph"/>.</remarks>
|
||||
Stop,
|
||||
|
||||
/// <summary>Pause all animations in their current state so they can resume later.</summary>
|
||||
/// <remarks>Calls <see cref="AnimancerPlayable.PauseGraph"/>.</remarks>
|
||||
Pause,
|
||||
|
||||
/// <summary>Keep playing while inactive.</summary>
|
||||
Continue,
|
||||
|
||||
/// <summary>
|
||||
/// Stop all animations, rewind them, and force the object back into its original state (often called the
|
||||
/// bind pose).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The <see cref="AnimancerComponent"/> must be either above the <see cref="UnityEngine.Animator"/> in
|
||||
/// the Inspector or on a child object so that so that this <see cref="OnDisable"/> gets called first.
|
||||
/// <para></para>
|
||||
/// Calls <see cref="Stop()"/>, <see cref="Animator.Rebind"/>, and <see cref="AnimancerPlayable.PauseGraph"/>.
|
||||
/// </remarks>
|
||||
Reset,
|
||||
|
||||
/// <summary>
|
||||
/// Destroy the <see cref="PlayableGraph"/> and all its layers and states. This means that any layers or
|
||||
/// states referenced by other scripts will no longer be valid so they will need to be recreated if you
|
||||
/// want to use this object again.
|
||||
/// </summary>
|
||||
/// <remarks>Calls <see cref="AnimancerPlayable.DestroyGraph()"/>.</remarks>
|
||||
Destroy,
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#region Update Mode
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Determines when animations are updated and which time source is used. This property is mainly a wrapper
|
||||
/// around the <see cref="Animator.updateMode"/>.
|
||||
/// </summary>
|
||||
/// <remarks>Note that changing to or from <see cref="AnimatorUpdateMode.AnimatePhysics"/> at runtime has no effect.</remarks>
|
||||
/// <exception cref="NullReferenceException">No <see cref="Animator"/> is assigned.</exception>
|
||||
public AnimatorUpdateMode UpdateMode
|
||||
{
|
||||
get => _Animator.updateMode;
|
||||
set
|
||||
{
|
||||
_Animator.updateMode = value;
|
||||
|
||||
if (!IsPlayableInitialized)
|
||||
return;
|
||||
|
||||
// UnscaledTime on the Animator is actually identical to Normal when using the Playables API so we need
|
||||
// to set the graph's DirectorUpdateMode to determine how it gets its delta time.
|
||||
_Playable.UpdateMode = value == AnimatorUpdateMode.UnscaledTime ?
|
||||
DirectorUpdateMode.UnscaledGameTime :
|
||||
DirectorUpdateMode.GameTime;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (InitialUpdateMode == null)
|
||||
{
|
||||
InitialUpdateMode = value;
|
||||
}
|
||||
else if (UnityEditor.EditorApplication.isPlaying)
|
||||
{
|
||||
if (AnimancerPlayable.HasChangedToOrFromAnimatePhysics(InitialUpdateMode, value))
|
||||
Debug.LogWarning($"Changing the {nameof(Animator)}.{nameof(Animator.updateMode)}" +
|
||||
$" to or from {nameof(AnimatorUpdateMode.AnimatePhysics)} at runtime will have no effect." +
|
||||
" You must set it in the Unity Editor or on startup.", this);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <inheritdoc/>
|
||||
public AnimatorUpdateMode? InitialUpdateMode { get; private set; }
|
||||
#endif
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
#region Initialization
|
||||
/************************************************************************************************************************/
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>[Editor-Only]
|
||||
/// Destroys the <see cref="Playable"/> if it was initialized and searches for an <see cref="Animator"/> on
|
||||
/// this object, or it's children or parents.
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
{
|
||||
OnDestroy();
|
||||
gameObject.GetComponentInParentOrChildren(ref _Animator);
|
||||
}
|
||||
#endif
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Ensures that the <see cref="PlayableGraph"/> is playing.</summary>
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
if (IsPlayableInitialized)
|
||||
_Playable.UnpauseGraph();
|
||||
}
|
||||
|
||||
/// <summary>Acts according to the <see cref="ActionOnDisable"/>.</summary>
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
if (!IsPlayableInitialized)
|
||||
return;
|
||||
|
||||
switch (_ActionOnDisable)
|
||||
{
|
||||
case DisableAction.Stop:
|
||||
Stop();
|
||||
_Playable.PauseGraph();
|
||||
break;
|
||||
|
||||
case DisableAction.Pause:
|
||||
_Playable.PauseGraph();
|
||||
break;
|
||||
|
||||
case DisableAction.Continue:
|
||||
break;
|
||||
|
||||
case DisableAction.Reset:
|
||||
Debug.Assert(_Animator.isActiveAndEnabled,
|
||||
$"{nameof(DisableAction)}.{nameof(DisableAction.Reset)} failed because the {nameof(Animator)} is not enabled." +
|
||||
$" This most likely means you are disabling the {nameof(GameObject)} and the {nameof(Animator)} is above the" +
|
||||
$" {nameof(AnimancerComponent)} in the Inspector so it got disabled right before this method was called." +
|
||||
$" See the Inspector of {this} to fix the issue" +
|
||||
$" or use {nameof(DisableAction)}.{nameof(DisableAction.Stop)}" +
|
||||
$" and call {nameof(Animator)}.{nameof(Animator.Rebind)} manually" +
|
||||
$" before disabling the {nameof(GameObject)}.",
|
||||
this);
|
||||
|
||||
Stop();
|
||||
_Animator.Rebind();
|
||||
_Playable.PauseGraph();
|
||||
break;
|
||||
|
||||
case DisableAction.Destroy:
|
||||
_Playable.DestroyGraph();
|
||||
_Playable = null;
|
||||
break;
|
||||
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(ActionOnDisable));
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Creates a new <see cref="AnimancerPlayable"/> if it doesn't already exist.</summary>
|
||||
public void InitializePlayable()
|
||||
{
|
||||
if (IsPlayableInitialized)
|
||||
return;
|
||||
|
||||
if (_Animator == null)
|
||||
_Animator = GetComponent<Animator>();
|
||||
|
||||
#if UNITY_ASSERTIONS
|
||||
ValidatePlayableInitialization();
|
||||
#endif
|
||||
|
||||
AnimancerPlayable.SetNextGraphName(name + " (Animancer)");
|
||||
_Playable = AnimancerPlayable.Create();
|
||||
_Playable.CreateOutput(_Animator, this);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (_Animator != null)
|
||||
InitialUpdateMode = UpdateMode;
|
||||
#endif
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Creates a new <see cref="AnimancerPlayable"/> in the specified `graph`.</summary>
|
||||
/// <exception cref="InvalidOperationException">
|
||||
/// The <see cref="AnimancerPlayable"/> is already initialized.
|
||||
/// You must call <see cref="AnimancerPlayable.DestroyGraph"/> before re-initializing it.
|
||||
/// </exception>
|
||||
public void InitializePlayable(PlayableGraph graph)
|
||||
{
|
||||
if (IsPlayableInitialized)
|
||||
throw new InvalidOperationException($"The {nameof(AnimancerPlayable)} is already initialized." +
|
||||
$" Either call this method before anything else uses it or call" +
|
||||
$" animancerComponent.{nameof(Playable)}.{nameof(AnimancerPlayable.DestroyGraph)} before re-initializing it.");
|
||||
|
||||
if (_Animator == null)
|
||||
_Animator = GetComponent<Animator>();
|
||||
|
||||
#if UNITY_ASSERTIONS
|
||||
ValidatePlayableInitialization();
|
||||
#endif
|
||||
|
||||
_Playable = AnimancerPlayable.Create(graph);
|
||||
_Playable.CreateOutput(_Animator, this);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (_Animator != null)
|
||||
InitialUpdateMode = UpdateMode;
|
||||
#endif
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
#if UNITY_ASSERTIONS
|
||||
/// <summary>Validates various conditions relating to <see cref="AnimancerPlayable"/> initialization.</summary>
|
||||
private void ValidatePlayableInitialization()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (OptionalWarning.CreateGraphDuringGuiEvent.IsEnabled())
|
||||
{
|
||||
var currentEvent = Event.current;
|
||||
if (currentEvent != null && (currentEvent.type == EventType.Layout || currentEvent.type == EventType.Repaint))
|
||||
OptionalWarning.CreateGraphDuringGuiEvent.Log(
|
||||
$"An {nameof(AnimancerPlayable)} is being created during a {currentEvent.type} event" +
|
||||
$" which is likely undesirable.", this);
|
||||
}
|
||||
|
||||
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
#endif
|
||||
{
|
||||
if (!gameObject.activeInHierarchy)
|
||||
OptionalWarning.CreateGraphWhileDisabled.Log($"An {nameof(AnimancerPlayable)} is being created for '{this}'" +
|
||||
$" which is attached to an inactive {nameof(GameObject)}." +
|
||||
$" If that object is never activated then Unity will not call {nameof(OnDestroy)}" +
|
||||
$" so {nameof(AnimancerPlayable)}.{nameof(AnimancerPlayable.DestroyGraph)} will need to be called manually.", this);
|
||||
}
|
||||
|
||||
if (_Animator != null && _Animator.isHuman && _Animator.runtimeAnimatorController != null)
|
||||
OptionalWarning.NativeControllerHumanoid.Log($"An Animator Controller is assigned to the" +
|
||||
$" {nameof(Animator)} component but the Rig is Humanoid so it can't be blended with Animancer." +
|
||||
$" See the documentation for more information: {Strings.DocsURLs.AnimatorControllersNative}", this);
|
||||
}
|
||||
#endif
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Ensures that the <see cref="Playable"/> is properly cleaned up.</summary>
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
if (IsPlayableInitialized)
|
||||
{
|
||||
_Playable.DestroyGraph();
|
||||
_Playable = null;
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>[Editor-Only]
|
||||
/// Ensures that the <see cref="AnimancerPlayable"/> is destroyed in Edit Mode, but not in Play Mode since we want
|
||||
/// to let Unity complain if that happens.
|
||||
/// </summary>
|
||||
~AnimancerComponent()
|
||||
{
|
||||
if (_Playable != null)
|
||||
{
|
||||
UnityEditor.EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
OnDestroy();
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
#region Play Management
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Returns the `clip` itself.</summary>
|
||||
/// <remarks>
|
||||
/// This method is used to determine the dictionary key to use for an animation when none is specified by the
|
||||
/// caller, such as in <see cref="Play(AnimationClip)"/>.
|
||||
/// </remarks>
|
||||
public virtual object GetKey(AnimationClip clip) => clip;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
// Play Immediately.
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>Stops all other animations on the same layer, plays the `clip`, and returns its state.</summary>
|
||||
/// <remarks>
|
||||
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
|
||||
/// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>.
|
||||
/// <para></para>
|
||||
/// This method is safe to call repeatedly without checking whether the `clip` was already playing.
|
||||
/// </remarks>
|
||||
public AnimancerState Play(AnimationClip clip)
|
||||
=> Playable.Play(States.GetOrCreate(clip));
|
||||
|
||||
/// <summary>Stops all other animations on the same layer, plays the `state`, and returns it.</summary>
|
||||
/// <remarks>
|
||||
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
|
||||
/// To restart it from the beginning you can use <c>...Play(state).Time = 0;</c>.
|
||||
/// <para></para>
|
||||
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
|
||||
/// </remarks>
|
||||
public AnimancerState Play(AnimancerState state)
|
||||
=> Playable.Play(state);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
// Cross Fade.
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Starts fading in the `clip` while fading out all other states in the same layer over the course of the
|
||||
/// `fadeDuration`. Returns its state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||||
/// method will allow it to complete the existing fade rather than starting a slower one.
|
||||
/// <para></para>
|
||||
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||||
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
||||
/// <para></para>
|
||||
/// This method is safe to call repeatedly without checking whether the `clip` was already playing.
|
||||
/// <para></para>
|
||||
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
|
||||
/// </remarks>
|
||||
public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default)
|
||||
=> Playable.Play(States.GetOrCreate(clip), fadeDuration, mode);
|
||||
|
||||
/// <summary>
|
||||
/// Starts fading in the `state` while fading out all others in the same layer over the course of the
|
||||
/// `fadeDuration`. Returns the `state`.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||||
/// method will allow it to complete the existing fade rather than starting a slower one.
|
||||
/// <para></para>
|
||||
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||||
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
||||
/// <para></para>
|
||||
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
|
||||
/// <para></para>
|
||||
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
|
||||
/// </remarks>
|
||||
public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = default)
|
||||
=> Playable.Play(state, fadeDuration, mode);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
// Transition.
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Creates a state for the `transition` if it didn't already exist, then calls
|
||||
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
|
||||
/// depending on <see cref="ITransition.CrossFadeFromStart"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method is safe to call repeatedly without checking whether the `transition` was already playing.
|
||||
/// </remarks>
|
||||
public AnimancerState Play(ITransition transition)
|
||||
=> Playable.Play(transition);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a state for the `transition` if it didn't already exist, then calls
|
||||
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
|
||||
/// depending on <see cref="ITransition.CrossFadeFromStart"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method is safe to call repeatedly without checking whether the `transition` was already playing.
|
||||
/// </remarks>
|
||||
public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = default)
|
||||
=> Playable.Play(transition, fadeDuration, mode);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
// Try Play.
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Stops all other animations on the same layer, plays the animation registered with the `key`, and returns
|
||||
/// that state. Or if no state is registered with that `key`, this method does nothing and returns null.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
|
||||
/// If you wish to force it back to the start, you can simply set the returned state's time to 0.
|
||||
/// <para></para>
|
||||
/// This method is safe to call repeatedly without checking whether the animation was already playing.
|
||||
/// </remarks>
|
||||
/// <exception cref="ArgumentNullException">The `key` is null.</exception>
|
||||
public AnimancerState TryPlay(object key)
|
||||
=> Playable.TryPlay(key);
|
||||
|
||||
/// <summary>
|
||||
/// Starts fading in the animation registered with the `key` while fading out all others in the same layer
|
||||
/// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does
|
||||
/// nothing and returns null.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||||
/// method will allow it to complete the existing fade rather than starting a slower one.
|
||||
/// <para></para>
|
||||
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||||
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
||||
/// <para></para>
|
||||
/// This method is safe to call repeatedly without checking whether the animation was already playing.
|
||||
/// <para></para>
|
||||
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
|
||||
/// </remarks>
|
||||
/// <exception cref="ArgumentNullException">The `key` is null.</exception>
|
||||
public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default)
|
||||
=> Playable.TryPlay(key, fadeDuration, mode);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Gets the state associated with the `clip`, stops and rewinds it to the start, then returns it.
|
||||
/// </summary>
|
||||
public AnimancerState Stop(AnimationClip clip) => Stop(GetKey(clip));
|
||||
|
||||
/// <summary>
|
||||
/// Gets the state registered with the <see cref="IHasKey.Key"/>, stops and rewinds it to the start, then
|
||||
/// returns it.
|
||||
/// </summary>
|
||||
public AnimancerState Stop(IHasKey hasKey) => _Playable?.Stop(hasKey);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the state associated with the `key`, stops and rewinds it to the start, then returns it.
|
||||
/// </summary>
|
||||
public AnimancerState Stop(object key) => _Playable?.Stop(key);
|
||||
|
||||
/// <summary>
|
||||
/// Stops all animations and rewinds them to the start.
|
||||
/// </summary>
|
||||
public void Stop()
|
||||
{
|
||||
if (_Playable != null)
|
||||
_Playable.Stop();
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if a state is registered for the `clip` and it is currently playing.
|
||||
/// <para></para>
|
||||
/// The actual dictionary key is determined using <see cref="GetKey"/>.
|
||||
/// </summary>
|
||||
public bool IsPlaying(AnimationClip clip) => IsPlaying(GetKey(clip));
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if a state is registered with the <see cref="IHasKey.Key"/> and it is currently playing.
|
||||
/// </summary>
|
||||
public bool IsPlaying(IHasKey hasKey) => _Playable != null && _Playable.IsPlaying(hasKey);
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if a state is registered with the `key` and it is currently playing.
|
||||
/// </summary>
|
||||
public bool IsPlaying(object key) => _Playable != null && _Playable.IsPlaying(key);
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if at least one animation is being played.
|
||||
/// </summary>
|
||||
public bool IsPlaying() => _Playable != null && _Playable.IsPlaying();
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the `clip` is currently being played by at least one state.
|
||||
/// <para></para>
|
||||
/// This method is inefficient because it searches through every state to find any that are playing the `clip`,
|
||||
/// unlike <see cref="IsPlaying(AnimationClip)"/> which only checks the state registered using the `clip`s key.
|
||||
/// </summary>
|
||||
public bool IsPlayingClip(AnimationClip clip) => _Playable != null && _Playable.IsPlayingClip(clip);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Evaluates all of the currently playing animations to apply their states to the animated objects.
|
||||
/// </summary>
|
||||
public void Evaluate() => Playable.Evaluate();
|
||||
|
||||
/// <summary>
|
||||
/// Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the
|
||||
/// graph to apply their states to the animated objects.
|
||||
/// </summary>
|
||||
public void Evaluate(float deltaTime) => Playable.Evaluate(deltaTime);
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#region Key Error Methods
|
||||
#if UNITY_EDITOR
|
||||
/************************************************************************************************************************/
|
||||
// These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an
|
||||
// AnimancerState as a key, since the whole point of a key is to identify a state in the first place.
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>[Warning]
|
||||
/// You should not use an <see cref="AnimancerState"/> as a key.
|
||||
/// Just call <see cref="AnimancerState.Stop"/>.
|
||||
/// </summary>
|
||||
[Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Stop().", true)]
|
||||
public AnimancerState Stop(AnimancerState key)
|
||||
{
|
||||
key.Stop();
|
||||
return key;
|
||||
}
|
||||
|
||||
/// <summary>[Warning]
|
||||
/// You should not use an <see cref="AnimancerState"/> as a key.
|
||||
/// Just check <see cref="AnimancerState.IsPlaying"/>.
|
||||
/// </summary>
|
||||
[Obsolete("You should not use an AnimancerState as a key. Just check AnimancerState.IsPlaying.", true)]
|
||||
public bool IsPlaying(AnimancerState key) => key.IsPlaying;
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#endif
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
#region Enumeration
|
||||
/************************************************************************************************************************/
|
||||
// IEnumerator for yielding in a coroutine to wait until all animations have stopped.
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>
|
||||
/// Determines if any animations are still playing so this object can be used as a custom yield instruction.
|
||||
/// </summary>
|
||||
bool IEnumerator.MoveNext()
|
||||
{
|
||||
if (!IsPlayableInitialized)
|
||||
return false;
|
||||
|
||||
return ((IEnumerator)_Playable).MoveNext();
|
||||
}
|
||||
|
||||
/// <summary>Returns null.</summary>
|
||||
object IEnumerator.Current => null;
|
||||
|
||||
/// <summary>Does nothing.</summary>
|
||||
void IEnumerator.Reset() { }
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>[<see cref="IAnimationClipSource"/>]
|
||||
/// Calls <see cref="GatherAnimationClips(ICollection{AnimationClip})"/>.
|
||||
/// </summary>
|
||||
public void GetAnimationClips(List<AnimationClip> clips)
|
||||
{
|
||||
var set = ObjectPool.AcquireSet<AnimationClip>();
|
||||
set.UnionWith(clips);
|
||||
|
||||
GatherAnimationClips(set);
|
||||
|
||||
clips.Clear();
|
||||
clips.AddRange(set);
|
||||
|
||||
ObjectPool.Release(set);
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
|
||||
/// <summary>[<see cref="IAnimationClipCollection"/>]
|
||||
/// Gathers all the animations in the <see cref="Playable"/>.
|
||||
/// <para></para>
|
||||
/// In the Unity Editor this method also gathers animations from other components on parent and child objects.
|
||||
/// </summary>
|
||||
public virtual void GatherAnimationClips(ICollection<AnimationClip> clips)
|
||||
{
|
||||
if (IsPlayableInitialized)
|
||||
_Playable.GatherAnimationClips(clips);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Editor.AnimationGatherer.GatherFromGameObject(gameObject, clips);
|
||||
|
||||
if (_Animator != null && _Animator.gameObject != gameObject)
|
||||
Editor.AnimationGatherer.GatherFromGameObject(_Animator.gameObject, clips);
|
||||
#endif
|
||||
}
|
||||
|
||||
/************************************************************************************************************************/
|
||||
#endregion
|
||||
/************************************************************************************************************************/
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,13 @@
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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My project/Assets/Plugins/Animancer/Examples.meta
Normal file
10
My project/Assets/Plugins/Animancer/Examples.meta
Normal file
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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Normal file
10
My project/Assets/Plugins/Animancer/Examples/01 Basics.meta
Normal file
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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[InternetShortcut]
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.Basics
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{
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/// <summary>Plays an animation to demonstrate the basic usage of Animancer.</summary>
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/// <remarks>
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/// If you actually want to only play one animation on an object and don't need any of the other features of
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/// Animancer, you can use the <see cref="SoloAnimation"/> component to do so without needing an extra script.
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/// </remarks>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/basics/quick-play">Quick Play</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/PlayAnimationOnEnable
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Play Animation On Enable")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(PlayAnimationOnEnable))]
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public sealed class PlayAnimationOnEnable : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private AnimationClip _Animation;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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_Animancer.Play(_Animation);
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}
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/************************************************************************************************************************/
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.Basics
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{
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/// <summary>
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/// Plays a movement animation while the user holds W or Up Arrow.
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/// Otherwise plays an idle animation.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/basics/movement">Basic Movement</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/BasicMovementAnimations
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Basic Movement Animations")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(BasicMovementAnimations))]
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public sealed class BasicMovementAnimations : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private AnimationClip _Idle;
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[SerializeField] private AnimationClip _Move;
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/************************************************************************************************************************/
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private void Update()
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{
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float forward = ExampleInput.WASD.y;
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if (forward > 0)
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{
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}
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}
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.Basics
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{
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/// <summary>
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/// Starts with an idle animation and performs an action when the user clicks the mouse, then returns to idle.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/basics/action">Basic Action</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/PlayAnimationOnClick
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Play Animation On Click")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(PlayAnimationOnClick))]
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public sealed class PlayAnimationOnClick : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private AnimationClip _Idle;
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[SerializeField] private AnimationClip _Action;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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_Animancer.Play(_Idle);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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if (ExampleInput.LeftMouseUp)
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{
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// Play the action animation and grab the internal state which controls it.
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AnimancerState state = _Animancer.Play(_Action);
|
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|
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// Go back to the beginning of the animation.
|
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// Otherwise if the animation was already playing, it would continue from there.
|
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state.Time = 0;
|
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|
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// When the animation reaches its end, call the OnEnable method to go back to idle.
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// The Events examples explain this feature in more detail.
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state.Events.OnEnd = OnEnable;
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}
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}
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/************************************************************************************************************************/
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IDList=
|
||||
HotKey=0
|
||||
IconIndex=0
|
||||
[{000214A0-0000-0000-C000-000000000046}]
|
||||
Prop3=19,11
|
||||
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Reference in New Issue
Block a user