Example #1
0
                /// <summary>Adds functions to the `menu` relating to the thresholds.</summary>
                protected override void AddThresholdFunctionsToMenu(UnityEditor.GenericMenu menu)
                {
                    AddPropertyModifierFunction(menu, "Evenly Spaced", (_) =>
                    {
                        var count = CurrentThresholds.arraySize;
                        if (count <= 1)
                        {
                            return;
                        }

                        var first = CurrentThresholds.GetArrayElementAtIndex(0).floatValue;
                        var last  = CurrentThresholds.GetArrayElementAtIndex(count - 1).floatValue;
                        for (int i = 0; i < count; i++)
                        {
                            CurrentThresholds.GetArrayElementAtIndex(i).floatValue = Mathf.Lerp(first, last, i / (float)(count - 1));
                        }
                    });

                    AddCalculateThresholdsFunction(menu, "From Speed",
                                                   (clip, threshold) => clip.apparentSpeed);
                    AddCalculateThresholdsFunction(menu, "From Velocity X",
                                                   (clip, threshold) => clip.averageSpeed.x);
                    AddCalculateThresholdsFunction(menu, "From Velocity Y",
                                                   (clip, threshold) => clip.averageSpeed.z);
                    AddCalculateThresholdsFunction(menu, "From Velocity Z",
                                                   (clip, threshold) => clip.averageSpeed.z);
                    AddCalculateThresholdsFunction(menu, "From Angular Speed (Rad)",
                                                   (clip, threshold) => clip.averageAngularSpeed);
                    AddCalculateThresholdsFunction(menu, "From Angular Speed (Deg)",
                                                   (clip, threshold) => clip.averageAngularSpeed * Mathf.Rad2Deg);
                }
                /************************************************************************************************************************/

                /// <summary>
                /// Fills the `menu` with functions relevant to the `rootProperty`.
                /// </summary>
                public static void AddItemsToContextMenu(UnityEditor.GenericMenu menu, string prefix = "Calculate Thresholds/")
                {
                    AddPropertyModifierFunction(menu, prefix + "Evenly Spaced", (_) =>
                    {
                        var count = CurrentThresholds.arraySize;
                        if (count <= 1)
                        {
                            return;
                        }

                        var first = CurrentThresholds.GetArrayElementAtIndex(0).floatValue;
                        var last  = CurrentThresholds.GetArrayElementAtIndex(count - 1).floatValue;
                        for (int i = 0; i < count; i++)
                        {
                            CurrentThresholds.GetArrayElementAtIndex(i).floatValue = Mathf.Lerp(first, last, i / (float)(count - 1));
                        }
                    });

                    AddCalculateThresholdsFunction(menu, prefix + "From Speed",
                                                   (clip, threshold) => clip.apparentSpeed);
                    AddCalculateThresholdsFunction(menu, prefix + "From Velocity X",
                                                   (clip, threshold) => clip.averageSpeed.x);
                    AddCalculateThresholdsFunction(menu, prefix + "From Velocity Y",
                                                   (clip, threshold) => clip.averageSpeed.z);
                    AddCalculateThresholdsFunction(menu, prefix + "From Velocity Z",
                                                   (clip, threshold) => clip.averageSpeed.z);
                    AddCalculateThresholdsFunction(menu, prefix + "From Angular Speed (Rad)",
                                                   (clip, threshold) => clip.averageAngularSpeed * Mathf.Deg2Rad);
                    AddCalculateThresholdsFunction(menu, prefix + "From Angular Speed (Deg)",
                                                   (clip, threshold) => clip.averageAngularSpeed);
                }
Example #3
0
                private void AddCalculateThresholdsFunction(GenericMenu menu, string label, int axis,
                                                            Func <AnimationClip, float, float> calculateThreshold)
                {
                    AddPropertyModifierFunction(menu, label, (property) =>
                    {
                        var count = CurrentClips.arraySize;
                        for (int i = 0; i < count; i++)
                        {
                            var clip = CurrentClips.GetArrayElementAtIndex(i).objectReferenceValue as AnimationClip;
                            if (clip == null)
                            {
                                continue;
                            }

                            var threshold = CurrentThresholds.GetArrayElementAtIndex(i);

                            var value    = threshold.vector2Value;
                            var newValue = calculateThreshold(clip, value[axis]);
                            if (!float.IsNaN(newValue))
                            {
                                value[axis] = newValue;
                            }
                            threshold.vector2Value = value;
                        }
                    });
                }
Example #4
0
                /************************************************************************************************************************/

                private void InitialiseStandard4Directions(SerializedProperty property)
                {
                    var oldSpeedCount = CurrentSpeeds.arraySize;

                    CurrentClips.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 5;
                    CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = Vector2.zero;
                    CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
                    CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = Vector2.right;
                    CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.down;
                    CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = Vector2.left;

                    InitialiseSpeeds(oldSpeedCount);

                    var type = property.FindPropertyRelative("_Type");

                    type.enumValueIndex = (int)MixerType.Directional;
                }
            /************************************************************************************************************************/

            /// <inheritdoc/>
            protected override void AddThresholdFunctionsToMenu(UnityEditor.GenericMenu menu)
            {
                const string EvenlySpaced = "Evenly Spaced";

                var count = CurrentThresholds.arraySize;

                if (count <= 1)
                {
                    menu.AddDisabledItem(new GUIContent(EvenlySpaced));
                }
                else
                {
                    var first = CurrentThresholds.GetArrayElementAtIndex(0).floatValue;
                    var last  = CurrentThresholds.GetArrayElementAtIndex(count - 1).floatValue;

                    if (last == first)
                    {
                        last++;
                    }

                    AddPropertyModifierFunction(menu, $"{EvenlySpaced} ({first} to {last})", (_) =>
                    {
                        for (int i = 0; i < count; i++)
                        {
                            CurrentThresholds.GetArrayElementAtIndex(i).floatValue = Mathf.Lerp(first, last, i / (float)(count - 1));
                        }
                    });
                }

                AddCalculateThresholdsFunction(menu, "From Speed",
                                               (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.magnitude : float.NaN);
                AddCalculateThresholdsFunction(menu, "From Velocity X",
                                               (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.x : float.NaN);
                AddCalculateThresholdsFunction(menu, "From Velocity Y",
                                               (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.y : float.NaN);
                AddCalculateThresholdsFunction(menu, "From Velocity Z",
                                               (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.z : float.NaN);
                AddCalculateThresholdsFunction(menu, "From Angular Speed (Rad)",
                                               (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed : float.NaN);
                AddCalculateThresholdsFunction(menu, "From Angular Speed (Deg)",
                                               (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed * Mathf.Rad2Deg : float.NaN);
            }
            /// <inheritdoc/>
            protected override void DoThresholdGUI(Rect area, int index)
            {
                var color = GUI.color;

                if (index > 0)
                {
                    var previousThreshold = CurrentThresholds.GetArrayElementAtIndex(index - 1);
                    var currentThreshold  = CurrentThresholds.GetArrayElementAtIndex(index);
                    if (previousThreshold.floatValue >= currentThreshold.floatValue)
                    {
                        if (_SortingErrorContent == null)
                        {
                            _SortingErrorContent = new GUIContent(Editor.AnimancerGUI.LoadIcon("console.erroricon.sml"))
                            {
                                tooltip = "Linear Mixer Thresholds must always be unique and sorted in ascending order (click to sort)"
                            };
                        }

                        if (_SortingErrorStyle == null)
                        {
                            _SortingErrorStyle = new GUIStyle(GUI.skin.label)
                            {
                                padding = new RectOffset(),
                            }
                        }
                        ;

                        var iconArea = Editor.AnimancerGUI.StealFromRight(ref area, area.height, Editor.AnimancerGUI.StandardSpacing);
                        if (GUI.Button(iconArea, _SortingErrorContent, _SortingErrorStyle))
                        {
                            Editor.Serialization.RecordUndo(Context.Property);
                            ((LinearMixerTransition)Context.Transition).SortByThresholds();
                        }

                        GUI.color = Editor.AnimancerGUI.ErrorFieldColor;
                    }
                }

                base.DoThresholdGUI(area, index);

                GUI.color = color;
            }
Example #7
0
                /************************************************************************************************************************/

                private static void AddCalculateThresholdsFunction(UnityEditor.GenericMenu menu, string label,
                                                                   Func <AnimationClip, float, float> calculateThreshold)
                {
                    AddPropertyModifierFunction(menu, label, (property) =>
                    {
                        var count = CurrentClips.arraySize;
                        for (int i = 0; i < count; i++)
                        {
                            var clip = CurrentClips.GetArrayElementAtIndex(i).objectReferenceValue as AnimationClip;
                            if (clip == null)
                            {
                                continue;
                            }

                            var threshold = CurrentThresholds.GetArrayElementAtIndex(i);

                            threshold.floatValue = calculateThreshold(clip, threshold.floatValue);
                        }
                    });
                }
Example #8
0
                /// <summary>Draws the GUI of the threshold at the specified `index`.</summary>
                protected override void DoThresholdGUI(Rect area, int index)
                {
                    var color = GUI.color;

                    if (index > 0)
                    {
                        var previousThreshold = CurrentThresholds.GetArrayElementAtIndex(index - 1);
                        var currentThreshold  = CurrentThresholds.GetArrayElementAtIndex(index);
                        if (previousThreshold.floatValue >= currentThreshold.floatValue)
                        {
                            if (_SortingErrorContent == null)
                            {
                                _SortingErrorContent = UnityEditor.EditorGUIUtility.IconContent("console.erroricon.sml");

                                _SortingErrorContent.tooltip = "Linear Mixer Thresholds must always be sorted in ascending order (click to sort)";

                                _SortingErrorStyle = new GUIStyle(GUI.skin.label)
                                {
                                    padding = new RectOffset(),
                                };
                            }

                            var iconArea = Editor.AnimancerGUI.StealFromRight(ref area, area.height, Editor.AnimancerGUI.StandardSpacing);
                            if (GUI.Button(iconArea, _SortingErrorContent, _SortingErrorStyle))
                            {
                                var transition = (Transition)Context.Transition;
                                UnityEditor.Undo.RecordObjects(Context.Property.serializedObject.targetObjects, "Inspector");
                                transition.SortByThresholds();
                            }

                            GUI.color = Editor.AnimancerGUI.ErrorFieldColor;
                        }
                    }

                    base.DoThresholdGUI(area, index);

                    GUI.color = color;
                }
            /************************************************************************************************************************/

            private void AddCalculateThresholdsFunction(UnityEditor.GenericMenu menu, string label,
                                                        Func <Object, float, float> calculateThreshold)
            {
                AddPropertyModifierFunction(menu, label, (property) =>
                {
                    var count = CurrentAnimations.arraySize;
                    for (int i = 0; i < count; i++)
                    {
                        var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue;
                        if (state == null)
                        {
                            continue;
                        }

                        var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
                        var value     = calculateThreshold(state, threshold.floatValue);
                        if (!float.IsNaN(value))
                        {
                            threshold.floatValue = value;
                        }
                    }
                });
            }
Example #10
0
            /************************************************************************************************************************/

            private void Initialize4Directions(SerializedProperty property)
            {
                var oldSpeedCount = CurrentSpeeds.arraySize;

                CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 5;
                CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default;