public AnimatorControllerLayers(AnimatorStateMachine stateMachine, AnimatorController controller, int layerIndex)
        {
            LayerConstant layer = controller.Controller.LayerArray[layerIndex].Instance;

            stateMachine.ParentStateMachinePosition = new Vector3f(800.0f, 20.0f, 0.0f);

            Name = controller.TOS[layer.Binding];

            StateMachine = stateMachine.File.CreatePPtr(stateMachine);

#warning TODO: animator
            Mask = default;

            m_motions                = new StateMotionPair[0];
            m_behaviours             = new StateBehavioursPair[0];
            BlendingMode             = layer.LayerBlendingMode;
            SyncedLayerIndex         = layer.StateMachineMotionSetIndex == 0 ? -1 : layer.StateMachineIndex;
            DefaultWeight            = layer.DefaultWeight;
            IKPass                   = layer.IKPass;
            SyncedLayerAffectsTiming = layer.SyncedLayerAffectsTiming;
            Controller               = controller.File.CreatePPtr(controller);
        }
예제 #2
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        private AnimatorStateMachine(AssetInfo assetInfo, AnimatorController controller, int stateMachineIndex) :
            base(assetInfo, HideFlags.HideInHierarchy)
        {
            VirtualSerializedFile virtualFile = (VirtualSerializedFile)assetInfo.File;

            LayerConstant layer = controller.Controller.GetLayerByStateMachineIndex(stateMachineIndex);

            Name = controller.TOS[layer.Binding];

            StateMachineConstant stateMachine = controller.Controller.StateMachineArray[stateMachineIndex].Instance;

            int stateCount        = stateMachine.StateConstantArray.Count;
            int stateMachineCount = 0;
            int count             = stateCount + stateMachineCount;
            int side = (int)Math.Ceiling(Math.Sqrt(count));

            List <AnimatorState> states = new List <AnimatorState>();

            m_childStates = new ChildAnimatorState[stateCount];
            for (int y = 0, stateIndex = 0; y < side && stateIndex < stateCount; y++)
            {
                for (int x = 0; x < side && stateIndex < stateCount; x++, stateIndex++)
                {
                    Vector3f           position   = new Vector3f(x * StateOffset, y * StateOffset, 0.0f);
                    AnimatorState      state      = AnimatorState.CreateVirtualInstance(virtualFile, controller, stateMachineIndex, stateIndex, position);
                    ChildAnimatorState childState = new ChildAnimatorState(state, position);
                    m_childStates[stateIndex] = childState;
                    states.Add(state);
                }
            }
#warning TODO: child StateMachines
            m_childStateMachines = new ChildAnimatorStateMachine[stateMachineCount];

            // set destination state for transitions here because all states has become valid only now
            for (int i = 0; i < stateMachine.StateConstantArray.Count; i++)
            {
                AnimatorState state         = states[i];
                StateConstant stateConstant = stateMachine.StateConstantArray[i].Instance;
                PPtr <AnimatorStateTransition>[] transitions = new PPtr <AnimatorStateTransition> [stateConstant.TransitionConstantArray.Count];
                for (int j = 0; j < stateConstant.TransitionConstantArray.Count; j++)
                {
                    TransitionConstant transitionConstant         = stateConstant.TransitionConstantArray[j].Instance;
                    AnimatorStateTransition.Parameters parameters = new AnimatorStateTransition.Parameters
                    {
                        StateMachine = stateMachine,
                        States       = states,
                        TOS          = controller.TOS,
                        Transition   = transitionConstant,
                        Version      = controller.File.Version,
                    };
                    AnimatorStateTransition transition = AnimatorStateTransition.CreateVirtualInstance(virtualFile, parameters);
                    transitions[j] = transition.File.CreatePPtr(transition);
                }
                state.Transitions = transitions;
            }

            m_anyStateTransitions = new PPtr <AnimatorStateTransition> [stateMachine.AnyStateTransitionConstantArray.Count];
            for (int i = 0; i < stateMachine.AnyStateTransitionConstantArray.Count; i++)
            {
                TransitionConstant transitionConstant         = stateMachine.AnyStateTransitionConstantArray[i].Instance;
                AnimatorStateTransition.Parameters parameters = new AnimatorStateTransition.Parameters
                {
                    StateMachine = stateMachine,
                    States       = states,
                    TOS          = controller.TOS,
                    Transition   = transitionConstant,
                    Version      = controller.File.Version,
                };
                AnimatorStateTransition transition = AnimatorStateTransition.CreateVirtualInstance(virtualFile, parameters);
                m_anyStateTransitions[i] = transition.File.CreatePPtr(transition);
            }

            StateMachineConstant.Parameters stateParameters = new StateMachineConstant.Parameters
            {
                ID      = layer.Binding,
                States  = states,
                TOS     = controller.TOS,
                Version = controller.File.Version,
            };
            m_entryTransitions       = stateMachine.CreateEntryTransitions(virtualFile, stateParameters);
            m_stateMachineBehaviours = Array.Empty <PPtr <MonoBehaviour> >();

            AnyStatePosition           = new Vector3f(0.0f, -StateOffset, 0.0f);
            EntryPosition              = new Vector3f(StateOffset, -StateOffset, 0.0f);
            ExitPosition               = new Vector3f(2.0f * StateOffset, -StateOffset, 0.0f);
            ParentStateMachinePosition = new Vector3f(0.0f, -2.0f * StateOffset, 0.0f);

            DefaultState = ChildStates.Count > 0 ? ChildStates[stateMachine.DefaultState].State : default;
        }
예제 #3
0
        public AnimatorStateMachine(VirtualSerializedFile file, AnimatorController controller, int stateMachineIndex) :
            base(file.CreateAssetInfo(ClassIDType.AnimatorStateMachine))
        {
            ObjectHideFlags = 1;

            LayerConstant layer = controller.Controller.GetLayerByStateMachineIndex(stateMachineIndex);

            Name = controller.TOS[layer.Binding];

            StateMachineConstant stateMachine = controller.Controller.StateMachineArray[stateMachineIndex].Instance;

            int stateCount        = stateMachine.StateConstantArray.Count;
            int stateMachineCount = 0;
            int count             = stateCount + stateMachineCount;
            int side = (int)Math.Ceiling(Math.Sqrt(count));

            List <AnimatorState> states = new List <AnimatorState>();

            m_childStates = new ChildAnimatorState[stateCount];
            for (int y = 0, stateIndex = 0; y < side && stateIndex < stateCount; y++)
            {
                for (int x = 0; x < side && stateIndex < stateCount; x++, stateIndex++)
                {
                    Vector3f           position   = new Vector3f(x * StateOffset, y * StateOffset, 0.0f);
                    AnimatorState      state      = new AnimatorState(file, controller, stateMachineIndex, stateIndex, position);
                    ChildAnimatorState childState = new ChildAnimatorState(state, position);
                    m_childStates[stateIndex] = childState;
                    states.Add(state);
                }
            }
            m_childStateMachines = new ChildAnimatorStateMachine[stateMachineCount];

            // set destination state for transitions here because all states has become valid only now
            for (int i = 0; i < stateMachine.StateConstantArray.Count; i++)
            {
                AnimatorState state         = states[i];
                StateConstant stateConstant = stateMachine.StateConstantArray[i].Instance;
                for (int j = 0; j < stateConstant.TransitionConstantArray.Count; j++)
                {
                    long stateTransitionPath                   = state.Transitions[j].PathID;
                    AnimatorStateTransition transition         = (AnimatorStateTransition)file.GetAsset(stateTransitionPath);
                    TransitionConstant      transitionConstant = stateConstant.TransitionConstantArray[j].Instance;
                    if (!transitionConstant.IsExit)
                    {
                        AnimatorState destState = states[transitionConstant.DestinationState];
                        transition.DstState = PPtr <AnimatorState> .CreateVirtualPointer(destState);
                    }
                }
            }

            m_anyStateTransitions = new PPtr <AnimatorStateTransition> [stateMachine.AnyStateTransitionConstantArray.Count];
            for (int i = 0; i < stateMachine.AnyStateTransitionConstantArray.Count; i++)
            {
                TransitionConstant      transitionConstant = stateMachine.AnyStateTransitionConstantArray[i].Instance;
                AnimatorStateTransition transition         = new AnimatorStateTransition(file, controller, transitionConstant, states);
                m_anyStateTransitions[i] = PPtr <AnimatorStateTransition> .CreateVirtualPointer(transition);
            }

            m_entryTransitions       = stateMachine.GetEntryTransitions(file, controller, layer.Binding, states);
            m_stateMachineBehaviours = new PPtr <MonoBehaviour> [0];

            AnyStatePosition           = new Vector3f(0.0f, -StateOffset, 0.0f);
            EntryPosition              = new Vector3f(StateOffset, -StateOffset, 0.0f);
            ExitPosition               = new Vector3f(2.0f * StateOffset, -StateOffset, 0.0f);
            ParentStateMachinePosition = new Vector3f(0.0f, -2.0f * StateOffset, 0.0f);

            DefaultState = ChildStates.Count > 0 ? ChildStates[stateMachine.DefaultState].State : default;

            file.AddAsset(this);
        }