public void OnDestroy() { this.DestroyController(); if (m_AvatarPreview != null) { m_AvatarPreview.OnDisable(); m_AvatarPreview = null; } if (m_NameInstance != null) { GameObject.DestroyImmediate(m_NameInstance); m_NameInstance = null; } if (playParticleSystemEditor != null) { playParticleSystemEditor.Stop(); } }
private void ResampleTransition(AnimatorStateTransition transition, AvatarMask layerMask, TransitionInfo info, Animator previewObject) { m_IsResampling = true; m_MustResample = false; m_ValidTransition = true; bool resetTimeSettings = m_RefTransition != transition; m_RefTransition = transition; m_RefTransitionInfo = info; m_LayerMask = layerMask; if (m_AvatarPreview != null) { m_AvatarPreview.OnDisable(); m_AvatarPreview = null; } ClearController(); Motion sourceStateMotion = m_RefSrcState.motion; Init(previewObject, sourceStateMotion != null ? sourceStateMotion : m_RefDstState.motion); if (m_Controller == null) // did not create controller { m_IsResampling = false; return; } // since transform might change during sampling, and could alter the default valuesarray, and break recording m_AvatarPreview.Animator.allowConstantClipSamplingOptimization = false; // sample all frames m_StateMachine.defaultState = m_DstState; m_Transition.mute = true; AnimatorController.SetAnimatorController(m_AvatarPreview.Animator, m_Controller); m_AvatarPreview.Animator.Update(0.00001f); WriteParametersInController(); m_AvatarPreview.Animator.SetLayerWeight(m_LayerIndex, 1); float nextStateDuration = m_AvatarPreview.Animator.GetCurrentAnimatorStateInfo(m_LayerIndex).length; m_StateMachine.defaultState = m_SrcState; m_Transition.mute = false; AnimatorController.SetAnimatorController(m_AvatarPreview.Animator, m_Controller); m_AvatarPreview.Animator.Update(0.00001f); WriteParametersInController(); m_AvatarPreview.Animator.SetLayerWeight(m_LayerIndex, 1); float currentStateDuration = m_AvatarPreview.Animator.GetCurrentAnimatorStateInfo(m_LayerIndex).length; if (m_LayerIndex > 0) { m_AvatarPreview.Animator.stabilizeFeet = false; } float maxDuration = (currentStateDuration * m_RefTransition.exitTime) + (m_Transition.duration * (m_RefTransition.hasFixedDuration ? 1.0f : currentStateDuration)) + nextStateDuration; // case 546812 disable previewer if the duration is too big, otherwise it hang Unity. 2000.0f is an arbitrary choice, it can be increase if needed. // in some case we got a m_Transition.duration == Infinity, bail out before unity hang. if (maxDuration > 2000.0f) { Debug.LogWarning("Transition duration is longer than 2000 second, Disabling previewer."); m_ValidTransition = false; m_IsResampling = false; return; } float effectiveCurrentStatetime = m_RefTransition.exitTime > 0 ? currentStateDuration * m_RefTransition.exitTime : currentStateDuration; // We want 30 samples/sec, maxed at 300 sample for very long state, and very short animation like 1 frame should at least get 5 sample float currentStateStepTime = effectiveCurrentStatetime > 0 ? Mathf.Min(Mathf.Max(effectiveCurrentStatetime / 300.0f, 1.0f / 30.0f), effectiveCurrentStatetime / 5.0f) : 1.0f / 30.0f; float nextStateStepTime = nextStateDuration > 0 ? Mathf.Min(Mathf.Max(nextStateDuration / 300.0f, 1.0f / 30.0f), nextStateDuration / 5.0f) : 1.0f / 30.0f; currentStateStepTime = Mathf.Max(currentStateStepTime, maxDuration / 600.0f); nextStateStepTime = Mathf.Max(nextStateStepTime, maxDuration / 600.0f); float stepTime = currentStateStepTime; float currentTime = 0.0f; bool hasStarted = false; bool hasTransitioned = false; bool hasFinished = false; //For transitions with exit time == 0, skip to end of clip so transition happens on first frame if (m_RefTransition.exitTime == 0) { m_AvatarPreview.Animator.CrossFade(0, 0f, 0, 0.9f); } m_AvatarPreview.Animator.StartRecording(-1); m_AvatarPreview.Animator.Update(0.0f); AnimatorStateInfo currentState = m_AvatarPreview.Animator.GetCurrentAnimatorStateInfo(m_LayerIndex); m_LeftStateWeightA = currentState.normalizedTime; m_LeftStateTimeA = currentTime; while (!hasFinished && currentTime < maxDuration) { m_AvatarPreview.Animator.Update(stepTime); currentState = m_AvatarPreview.Animator.GetCurrentAnimatorStateInfo(m_LayerIndex); currentTime += stepTime; if (!hasStarted) { m_LeftStateWeightB = currentState.normalizedTime; m_LeftStateTimeB = currentTime; hasStarted = true; } if (hasTransitioned && currentTime >= maxDuration) { hasFinished = true; } if (!hasTransitioned && currentState.IsName(m_DstState.name)) { m_RightStateWeightA = currentState.normalizedTime; m_RightStateTimeA = currentTime; hasTransitioned = true; } if (!hasTransitioned) { m_LeftStateWeightB = currentState.normalizedTime; m_LeftStateTimeB = currentTime; } if (hasTransitioned) { m_RightStateWeightB = currentState.normalizedTime; m_RightStateTimeB = currentTime; } if (m_AvatarPreview.Animator.IsInTransition(m_LayerIndex)) { stepTime = nextStateStepTime; } } float endTime = currentTime; m_AvatarPreview.Animator.StopRecording(); if (Mathf.Approximately(m_LeftStateWeightB, m_LeftStateWeightA) || Mathf.Approximately(m_RightStateWeightB, m_RightStateWeightA)) { Debug.LogWarning("Difference in effective length between states is too big. Transition preview will be disabled."); m_ValidTransition = false; m_IsResampling = false; return; } float leftDuration = (m_LeftStateTimeB - m_LeftStateTimeA) / (m_LeftStateWeightB - m_LeftStateWeightA); float rightDuration = (m_RightStateTimeB - m_RightStateTimeA) / (m_RightStateWeightB - m_RightStateWeightA); if (m_MustSampleMotions) { // Do this as infrequently as possible m_MustSampleMotions = false; m_SrcPivotList.Clear(); m_DstPivotList.Clear(); stepTime = nextStateStepTime; m_StateMachine.defaultState = m_DstState; m_Transition.mute = true; AnimatorController.SetAnimatorController(m_AvatarPreview.Animator, m_Controller); m_AvatarPreview.Animator.Update(0.0f); m_AvatarPreview.Animator.SetLayerWeight(m_LayerIndex, 1); m_AvatarPreview.Animator.Update(0.0000001f); WriteParametersInController(); currentTime = 0.0f; while (currentTime <= rightDuration) { TimelineControl.PivotSample sample = new TimelineControl.PivotSample(); sample.m_Time = currentTime; sample.m_Weight = m_AvatarPreview.Animator.pivotWeight; m_DstPivotList.Add(sample); m_AvatarPreview.Animator.Update(stepTime * 2); currentTime += stepTime * 2; } stepTime = currentStateStepTime; m_StateMachine.defaultState = m_SrcState; m_Transition.mute = true; AnimatorController.SetAnimatorController(m_AvatarPreview.Animator, m_Controller); m_AvatarPreview.Animator.Update(0.0000001f); WriteParametersInController(); m_AvatarPreview.Animator.SetLayerWeight(m_LayerIndex, 1); currentTime = 0.0f; while (currentTime <= leftDuration) { TimelineControl.PivotSample sample = new TimelineControl.PivotSample(); sample.m_Time = currentTime; sample.m_Weight = m_AvatarPreview.Animator.pivotWeight; m_SrcPivotList.Add(sample); m_AvatarPreview.Animator.Update(stepTime * 2); currentTime += stepTime * 2; } m_Transition.mute = false; AnimatorController.SetAnimatorController(m_AvatarPreview.Animator, m_Controller); m_AvatarPreview.Animator.Update(0.0000001f); WriteParametersInController(); } m_Timeline.StopTime = m_AvatarPreview.timeControl.stopTime = endTime; m_AvatarPreview.timeControl.currentTime = m_Timeline.Time; if (resetTimeSettings) { m_Timeline.Time = m_Timeline.StartTime = m_AvatarPreview.timeControl.currentTime = m_AvatarPreview.timeControl.startTime = 0; m_Timeline.ResetRange(); } m_AvatarPreview.Animator.StartPlayback(); m_AvatarPreview.Animator.playbackTime = 0f; m_AvatarPreview.Animator.Update(0f); m_AvatarPreview.ResetPreviewFocus(); m_IsResampling = false; }