private static void DrawAddStateButtons(AnimationPlayer animationPlayer, PersistedInt selectedState, AnimationPlayerEditor editor, AnimationLayer layer) { if (GUILayout.Button("Single Clip State", buttonWidth)) { EditorUtilities.RecordUndo(animationPlayer, "Add state to animation player"); layer.states.Add(SingleClipState.Create(GetUniqueStateName(SingleClipState.DefaultName, layer.states))); selectedState.SetTo(layer.states.Count - 1); editor.MarkDirty(); } if (GUILayout.Button("1D Blend Tree", buttonWidth)) { EditorUtilities.RecordUndo(animationPlayer, "Add blend tree to animation player"); layer.states.Add(BlendTree1D.Create(GetUniqueStateName(BlendTree1D.DefaultName, layer.states))); selectedState.SetTo(layer.states.Count - 1); editor.MarkDirty(); } if (GUILayout.Button("2D Blend Tree", buttonWidth)) { EditorUtilities.RecordUndo(animationPlayer, "Add 2D blend tree to animation player"); layer.states.Add(BlendTree2D.Create(GetUniqueStateName(BlendTree2D.DefaultName, layer.states))); selectedState.SetTo(layer.states.Count - 1); editor.MarkDirty(); } }
public override void OnInspectorGUI() { HandleInitialization(true); if (animationPlayer.layers == null || animationPlayer.layers.Length == 0) { return; } EditorUtilities.Splitter(); DrawLayerSelection(); if (animationPlayer.layers.Length == 0) { return; //Deleted last layer in DrawLayerSelection } if (selectedState == -1 && animationPlayer.layers[selectedLayer].states.Count > 0) { selectedState.SetTo(0); //Handle adding a state for the first time. } GUILayout.Space(10f); DrawSelectedLayer(); GUILayout.Space(10f); EditorUtilities.Splitter(); var numStatesBefore = animationPlayer.layers[selectedLayer].states.Count; StateSelectionAndAdditionDrawer.Draw(animationPlayer, selectedLayer, selectedState, selectedEditMode, this); if (numStatesBefore != animationPlayer.layers[selectedLayer].states.Count) { Repaint(); return; } DrawSelectedState(); EditorUtilities.Splitter(); EditorGUILayout.LabelField("Default transition"); EditorUtilities.RecordUndo(animationPlayer, "Change default transition", () => { animationPlayer.defaultTransition = AnimationTransitionDrawer.DrawTransitionData(animationPlayer.defaultTransition); }); EditorUtilities.Splitter(); DrawRuntimeDebugData(); }
private static void AddClipsAsBlendTree(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState, AnimationPlayerEditor editor, List <AnimationClip> animationClips) { EditorUtilities.RecordUndo(animationPlayer, "Added clip to Animation Player"); var layer = animationPlayer.layers[selectedLayer]; int numClipsBefore = layer.states.Count; var newStateName = GetUniqueStateName(BlendTree1D.DefaultName, layer.states); var newState = BlendTree1D.Create(newStateName); foreach (var clip in animationClips) { var newEntry = new BlendTreeEntry1D { clip = clip }; newState.blendTree.Add(newEntry); } layer.states.Add(newState); selectedState.SetTo(numClipsBefore); editor.MarkDirty(); }
private static void DoDragAndDrop(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState, AnimationPlayerEditor editor) { var dragAndDropRect = EditorUtilities.ReserveRect(GUILayout.Height(62f)); Event evt = Event.current; GUI.Box(dragAndDropRect, "Drag clips here to add\nthem to the player!", dragAndDropBoxStyle); switch (evt.type) { case EventType.DragUpdated: case EventType.DragPerform: if (!dragAndDropRect.Contains(evt.mousePosition)) { return; } DragAndDrop.visualMode = DragAndDropVisualMode.Copy; if (evt.type == EventType.DragPerform) { DragAndDrop.AcceptDrag(); var animationClips = DragAndDrop.objectReferences.FilterByType <AnimationClip>().ToList(); foreach (var obj in DragAndDrop.objectReferences.FilterByType <GameObject>()) { var assetPath = AssetDatabase.GetAssetPath(obj); if (!(AssetImporter.GetAtPath(assetPath) is ModelImporter)) { return; } animationClips.AddRange(AssetDatabase.LoadAllAssetsAtPath(assetPath).FilterByType <AnimationClip>(). Where(clip => (clip.hideFlags & HideFlags.HideInHierarchy) == 0)); } if (animationClips.Count > 0) { EditorUtilities.RecordUndo(animationPlayer, "Added clip to Animation Player"); var layer = animationPlayer.layers[selectedLayer]; int numClipsBefore = layer.states.Count; foreach (var clip in animationClips) { var newStateName = GetUniqueStateName(clip.name, layer.states); var newState = SingleClipState.Create(newStateName, clip); layer.states.Add(newState); } selectedState.SetTo(numClipsBefore); editor.MarkDirty(); } } break; } }
private static void DrawSelection(AnimationLayer selectedLayer, PersistedInt selectedState) { UpdateLayerDropdownNames(selectedLayer); EditorGUILayout.BeginVertical(buttonWidth); { EditorGUILayout.LabelField(selectedStateLabel, buttonWidth); selectedState.SetTo(EditorGUILayout.Popup(selectedState, selectedLayer.layersForEditor, popupStyle, buttonWidth)); } EditorGUILayout.EndVertical(); }
private static void DeleteState(AnimationPlayer animationPlayer, AnimationLayer layer, PersistedInt selectedState) { EditorUtilities.RecordUndo(animationPlayer, "Deleting state " + layer.states[selectedState].Name); layer.transitions.RemoveAll(transition => transition.FromState == layer.states[selectedState] || transition.ToState == layer.states[selectedState]); layer.states.RemoveAt(selectedState); if (selectedState == layer.states.Count) //was last state { selectedState.SetTo(selectedState - 1); } }
private static void AddClipsAsSeperateStates(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState, AnimationPlayerEditor editor, List <AnimationClip> animationClips) { EditorUtilities.RecordUndo(animationPlayer, "Added clip to Animation Player"); var layer = animationPlayer.layers[selectedLayer]; int numClipsBefore = layer.states.Count; foreach (var clip in animationClips) { var newStateName = GetUniqueStateName(clip.name, layer.states); var newState = SingleClip.Create(newStateName, clip); layer.states.Add(newState); } selectedState.SetTo(numClipsBefore); editor.MarkDirty(); }
private void DrawLayerSelection() { var numLayers = animationPlayer.layers.Length; selectedLayer.SetTo(Mathf.Clamp(selectedLayer, 0, numLayers)); var twoLines = Screen.width < 420f; EditorGUILayout.BeginHorizontal(); { GUILayout.FlexibleSpace(); selectedLayer.SetTo(EditorUtilities.DrawLeftButton(selectedLayer)); EditorGUILayout.LabelField("Selected layer: " + selectedLayer, GUILayout.Width(selectedLayerWidth)); selectedLayer.SetTo(EditorUtilities.DrawRightButton(selectedLayer, numLayers)); if (twoLines) { GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); } else { GUILayout.Space(10f); } if (GUILayout.Button("Add layer", GUILayout.Width(100f))) { EditorUtilities.RecordUndo(animationPlayer, "Add layer to animation player"); EditorUtilities.ExpandArrayByOne(ref animationPlayer.layers, AnimationLayer.CreateLayer); selectedLayer.SetTo(animationPlayer.layers.Length - 1); MarkDirty(); } EditorGUI.BeginDisabledGroup(numLayers < 2); { if (EditorUtilities.AreYouSureButton("Delete layer", "Are you sure?", "DeleteLayer" + selectedLayer, 1f, GUILayout.Width(100f))) { EditorUtilities.RecordUndo(animationPlayer, "Delete layer from animation player"); EditorUtilities.DeleteIndexFromArray(ref animationPlayer.layers, selectedLayer); selectedLayer.SetTo(Mathf.Max(0, selectedLayer - 1)); MarkDirty(); } } EditorGUI.EndDisabledGroup(); GUILayout.FlexibleSpace(); } EditorGUILayout.EndHorizontal(); }
public static void DrawStateData(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState, AnimationPlayerEditor currentEditor) { var updateStateNames = false; var layer = animationPlayer.layers[selectedLayer]; if (layer.states.Count == 0) { EditorGUILayout.LabelField("No states"); return; } if (!layer.states.IsInBounds(selectedState)) { Debug.LogError("Out of bounds state: " + selectedState + " out of " + layer.states.Count + " states! Resetting to 0"); selectedState.SetTo(0); return; } EditorGUILayout.LabelField("State"); EditorGUI.indentLevel++; DrawStateData(layer.states[selectedState], ref updateStateNames); GUILayout.Space(20f); var deleteThisState = DrawDeleteStateButton(selectedLayer, selectedState); EditorGUI.indentLevel--; if (deleteThisState) { DeleteState(animationPlayer, layer, selectedState); updateStateNames = true; } if (updateStateNames) { currentEditor.MarkDirty(); } currentEditor.previewer.DrawStatePreview(selectedLayer, selectedState); }
public static void DrawTransitions(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedStateIdx, PersistedInt selectedToStateIdx, string[] stateNamesInLayer) { var layer = animationPlayer.layers[selectedLayer]; if (layer.states.Count == 0) { EditorGUILayout.LabelField("No states, can't define transitions"); return; } var selectedState = layer.states[selectedStateIdx]; var selectedToState = layer.states[selectedToStateIdx]; var selectedTransition = layer.transitions.Find(t => t.FromState == selectedState && t.ToState == selectedToState); var fromStateName = selectedState.Name; var toStateName = selectedToState.Name; if (selectedTransition != null) { EditorGUILayout.LabelField($"Selected transition: From \"{fromStateName}\" to \"{toStateName}\""); EditorUtilities.RecordUndo(animationPlayer, $"Edit of transition from {fromStateName} to {toStateName}"); EditorUtilities.DrawIndented(() => { selectedTransition.transitionData = DrawTransitionData(selectedTransition.transitionData); GUILayout.Space(20f); EditorGUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (EditorUtilities.AreYouSureButton("Clear transition", "Are you sure?", "Clear_Transition_" + fromStateName + "_" + toStateName, 1f, GUILayout.Width(150f))) { EditorUtilities.RecordUndo(animationPlayer, $"Clear transition from {fromStateName} to {toStateName}"); layer.transitions.Remove(selectedTransition); } EditorGUILayout.EndHorizontal(); }); } EditorUtilities.Splitter(); var transitionsFromState = layer.transitions.Where(t => t.FromState == selectedState).ToList(); if (transitionsFromState.Count == 0) { EditorGUILayout.LabelField($"No defined transitions from {fromStateName}"); } else { EditorGUILayout.LabelField($"Transitions from {fromStateName}:"); EditorGUILayout.Space(); EditorUtilities.DrawHorizontal(() => { GUILayout.FlexibleSpace(); EditorUtilities.DrawVertical(() => { EditorUtilities.DrawIndented(() => { foreach (var transition in transitionsFromState) { EditorGUI.BeginDisabledGroup(transition == selectedTransition); if (GUILayout.Button(transition.ToState.Name, GUILayout.MinWidth(100f))) { selectedToStateIdx.SetTo(layer.states.IndexOf(transition.ToState)); } EditorGUI.EndDisabledGroup(); } }); }); }); } EditorGUILayout.Space(); EditorUtilities.DrawHorizontal(() => { GUILayout.FlexibleSpace(); if (GUILayout.Button("Create new transition")) { GenericMenu menu = new GenericMenu(); foreach (var state in stateNamesInLayer) { menu.AddItem(new GUIContent($"Transition from {fromStateName} to {state}"), false, () => { EditorUtilities.RecordUndo(animationPlayer, $"Adding transition from {fromStateName} to {toStateName}"); var newState = new StateTransition { FromState = selectedState, ToState = layer.states.Find(s => s.Name == state), transitionData = TransitionData.Linear(.2f) }; layer.transitions.Add(newState); selectedToStateIdx.SetTo(layer.states.FindIndex(s => s.Name == state)); }); } menu.ShowAsContext(); } }); }
public static void DrawStateData(AnimationPlayer animationPlayer, int selectedLayer, PersistedInt selectedState, AnimationPlayerEditor currentEditor) { ReloadCheck(); var markDirty = false; var layer = animationPlayer.layers[selectedLayer]; if (layer.states.Count == 0) { EditorGUILayout.LabelField("No states"); return; } if (!layer.states.IsInBounds(selectedState)) { Debug.LogError($"Out of bounds state: {selectedState} out of {layer.states.Count} states! Resetting to 0"); selectedState.SetTo(0); return; } var stateName = layer.states[selectedState].Name; EditorGUILayout.LabelField($"Settings for \"{stateName}\":"); EditorGUI.indentLevel++; DrawStateData(layer.states[selectedState], ref markDirty); GUILayout.Space(20f); EditorGUILayout.BeginHorizontal(); if (selectedState == 0) { EditorGUILayout.LabelField("This is the default state of this layer", GUILayout.Width(250f)); } else if (GUILayout.Button("Set as the default state of this layer", GUILayout.Width(250f))) { layer.states.Swap(selectedState, 0); selectedState.SetTo(0); markDirty = true; } GUILayout.FlexibleSpace(); var deleteThisState = EditorUtilities.AreYouSureButton($"Delete {stateName}", "Are you sure", $"DeleteState_{selectedState}_{selectedLayer}", 1f); EditorGUILayout.EndHorizontal(); EditorGUI.indentLevel--; GUILayout.Space(20f); currentEditor.previewer.DrawStatePreview(selectedLayer, selectedState); if (deleteThisState) { DeleteState(animationPlayer, layer, selectedState); markDirty = true; } if (markDirty) { currentEditor.MarkDirty(); } }
public static void DrawStateData(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState, AnimationPlayerEditor currentEditor) { if (reloadChecker == null) { reloadChecker = new object(); upDownButtonOptions = new[] { GUILayout.Width(25f), GUILayout.Height(15f) }; upDownButtonStyle = new GUIStyle(GUI.skin.button) { alignment = TextAnchor.UpperCenter, clipping = TextClipping.Overflow }; } var markDirty = false; var layer = animationPlayer.layers[selectedLayer]; if (layer.states.Count == 0) { EditorGUILayout.LabelField("No states"); return; } if (!layer.states.IsInBounds(selectedState)) { Debug.LogError($"Out of bounds state: {selectedState} out of {layer.states.Count} states! Resetting to 0"); selectedState.SetTo(0); return; } var stateName = layer.states[selectedState].Name; EditorGUILayout.LabelField($"Settings for \"{stateName}\":"); EditorGUI.indentLevel++; DrawStateData(layer.states[selectedState], ref markDirty); GUILayout.Space(20f); EditorGUILayout.BeginHorizontal(); if (selectedState == 0) { EditorGUILayout.LabelField("This is the default state of this layer", GUILayout.Width(250f)); } else if (GUILayout.Button("Set as the default state of this layer", GUILayout.Width(250f))) { layer.states.Swap(selectedState, 0); selectedState.SetTo(0); markDirty = true; } GUILayout.FlexibleSpace(); var deleteThisState = EditorUtilities.AreYouSureButton($"Delete {stateName}", "Are you sure", $"DeleteState_{selectedState}_{selectedLayer}", 1f); EditorGUILayout.EndHorizontal(); EditorGUI.indentLevel--; if (deleteThisState) { DeleteState(animationPlayer, layer, selectedState); markDirty = true; } if (markDirty) { currentEditor.MarkDirty(); } GUILayout.Space(20f); currentEditor.previewer.DrawStatePreview(selectedLayer, selectedState); }