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SpriteAnimator.cs
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SpriteAnimator.cs
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using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Events;
namespace SpriteAnimations
{
/// <summary>
/// The Sprite Animator. Responsible for playing animations by changing the sprites
/// of a SpriteRenderer based on the fps of the playing animation.
/// </summary>
[AddComponentMenu("No Slopes/Sprite Animations/Sprite Animator")]
public class SpriteAnimator : MonoBehaviour
{
#region Inspector
[Tooltip("The sprite renderer used for the animation.")]
[SerializeField]
protected SpriteRenderer _spriteRenderer;
[Tooltip("The update mode of the animator.")]
[SerializeField]
protected UpdateMode _updateMode = UpdateMode.Update;
[Tooltip("If the animator should start playing on start.")]
[SerializeField]
protected bool _playOnStart = true;
[Tooltip("The animation that will be played when this animator behaviour starts.")]
[SerializeField]
protected SpriteAnimation _defaultAnimation;
[Tooltip("The animations that can be played by this Sprite Animator. Use the Animations Manager to edit this.")]
[SerializeField]
protected List<SpriteAnimation> _spriteAnimations = new();
[Tooltip("The event that will be invoked when the animation changes.")]
[SerializeField]
protected UnityEvent<SpriteAnimation> _animationChanged;
[Tooltip("The event that will be invoked when the animator state changes.")]
[SerializeField]
protected UnityEvent<AnimatorState> _stateChanged;
#endregion
#region Fields
protected bool _loaded;
protected PerformerFactory _performersFactory;
protected SpriteAnimation _currentAnimation;
protected AnimationPerformer _currentPerformer;
protected Dictionary<string, SpriteAnimation> _animations;
#endregion
#region Properties
/// <summary>
/// The default animation that will be played when this animator behaviour starts.
/// </summary>
public SpriteAnimation DefaultAnimation => _defaultAnimation;
/// <summary>
/// The list of animations registered to this animator.
///
/// Important: Changing this at runtime will have no effect on the capacity of the animator
/// to play changed list of animations.
/// </summary>
public List<SpriteAnimation> AnimationsList => _spriteAnimations;
/// <summary>
/// Is the animator playing?
/// </summary>
public bool IsPlaying => _state == AnimatorState.Playing;
/// <summary>
/// Is The animator paused?
/// </summary>
public bool IsPaused => _state == AnimatorState.Paused;
/// <summary>
/// Is The animation stopped?
/// </summary>
public bool IsStopped => _state == AnimatorState.Stopped;
protected AnimatorState _state = AnimatorState.Stopped;
protected Dictionary<string, SpriteAnimation> Animations
{
get
{
if (!_loaded)
{
LoadAnimator();
}
return _animations;
}
}
#endregion
#region Getters
/// <summary>
/// The current state of the animator.
/// </summary>
public AnimatorState State => _state;
/// <summary>
/// The sprite renderer used by the animator.
/// </summary>
public SpriteRenderer SpriteRenderer => _spriteRenderer;
/// <summary>
/// The current animation being played by the animator.
/// </summary>
public SpriteAnimation CurrentAnimation => _currentAnimation;
/// <summary>
/// The event that will be invoked when the animation changes.
/// </summary>
public UnityEvent<SpriteAnimation> AnimationChanged => _animationChanged;
/// <summary>
/// The event that will be invoked when the animator state changes.
/// </summary>
public UnityEvent<AnimatorState> StateChanged => _stateChanged;
#endregion
#region Behaviour
protected virtual void Awake()
{
if (!_loaded)
{
LoadAnimator();
}
}
protected virtual void Start()
{
if (!_playOnStart) return;
if (_defaultAnimation != null)
{
Play(DefaultAnimation);
return;
}
if (_spriteAnimations.Count > 0)
{
Play(_spriteAnimations[0]);
return;
}
}
protected virtual void Update()
{
if (!IsPlaying || !_updateMode.Equals(UpdateMode.Update)) return;
_currentPerformer?.Tick(Time.deltaTime);
}
protected virtual void LateUpdate()
{
if (!IsPlaying || !_updateMode.Equals(UpdateMode.LateUpdate)) return;
_currentPerformer?.Tick(Time.deltaTime);
}
protected virtual void FixedUpdate()
{
if (!IsPlaying || !_updateMode.Equals(UpdateMode.FixedUpdate)) return;
_currentPerformer?.Tick(Time.deltaTime);
}
#endregion
#region Controlling Animator
/// <summary>
/// Plays the default animation. Or the first animation registered to the animator if
/// there is no default animation registered.
/// </summary>
public AnimationPerformer Play()
{
if (_currentAnimation == null)
{
return Play(DefaultAnimation);
}
if (_spriteAnimations.Count > 0)
{
return Play(_spriteAnimations[0]);
}
return Play(_currentAnimation);
}
/// <summary>
/// Plays the specified animation by its name. Note that the animation must be registered to the
/// animator in order to be found.
/// </summary>
/// <typeparam name="TAnimator">The type of the animator.</typeparam>
/// <param name="name">The name of the animation to play.</param>
/// <returns>The AnimationPerformer instance for the played animation, or null if the animation is not found.</returns>
public TAnimator Play<TAnimator>(string name) where TAnimator : AnimationPerformer
{
// Try to get the animation by name
if (!TryGetAnimationByName(name, out var animation))
{
// Log an error if the animation is not found
Logger.LogError($"Animation '{name}' not found.", this);
return null;
}
// Play the animation
return Play<TAnimator>(animation);
}
/// <summary>
/// Plays the specified animation by its name. Note that the animation must be registered to the
/// animator in order to be found.
/// </summary>
/// <param name="name">The name of the animation.</param>
/// <returns>The AnimationPerformer instance for the played animation, or null if the animation is not found.</returns>
public AnimationPerformer Play(string name)
{
// Try to get the animation by its name
if (!TryGetAnimationByName(name, out var animation))
{
// Log an error if the animation is not found
Logger.LogError($"Animation '{name}' not found.", this);
return null;
}
// Play the animation
return Play(animation);
}
/// <summary>
/// Plays the specified animation.
/// </summary>
/// <typeparam name="TAnimator">The type of the animation performer.</typeparam>
/// <param name="animation">The animation to play.</param>
/// <returns>The animation performer.</returns>
public TAnimator Play<TAnimator>(SpriteAnimation animation) where TAnimator : AnimationPerformer
{
// If the animation is already playing, return the existing animation performer.
if (animation == _currentAnimation)
return _performersFactory.Get<TAnimator>(animation);
// If the animation is null, return null and log an error.
if (animation == null)
{
Logger.LogError("Could not evaluate an animation to be played. Null given", this);
return null;
}
// Change the current animation.
ChangeAnimation(animation);
// Set the sprite animator state to playing.
_state = AnimatorState.Playing;
// Return the animation performer.
return _performersFactory.Get<TAnimator>(animation);
}
/// <summary>
/// Plays the given sprite animation.
/// </summary>
/// <param name="animation">The animation to play.</param>
/// <returns>The animation performer.</returns>
public AnimationPerformer Play(SpriteAnimation animation)
{
// If the animation is already playing, return the existing animation performer
if (animation == _currentAnimation)
return _performersFactory.Get(animation);
// If the animation is null, log an error and return null
if (animation == null)
{
Logger.LogError("Trying to play a null animation", this);
return null;
}
// Change the current animation
ChangeAnimation(animation);
// Set the state to playing
_state = AnimatorState.Playing;
// Return the animation performer for the given animation
return _performersFactory.Get(animation);
}
/// <summary>
/// Pauses the animator. Use Resume to continue.
/// </summary>
public AnimationPerformer Pause()
{
_state = AnimatorState.Paused;
_stateChanged.Invoke(_state);
return _currentPerformer;
}
/// <summary>
/// Resumes a paused animator.
/// </summary>
public AnimationPerformer Resume()
{
_state = AnimatorState.Playing;
_stateChanged.Invoke(_state);
return _currentPerformer;
}
/// <summary>
/// Stops animating
/// </summary>
public void Stop()
{
_currentPerformer?.StopAnimation(); // Stop current animation.
_state = AnimatorState.Stopped;
_stateChanged.Invoke(_state);
_currentAnimation = null;
_currentPerformer = null;
}
/// <summary>
/// This changes the current animation to be played by the animator. It will call
/// the current animation Stop() method and the new animation Start() method.
/// </summary>
/// <param name="animation"></param>
protected void ChangeAnimation(SpriteAnimation animation)
{
_currentPerformer?.StopAnimation(); // Stop current animation.
_currentPerformer = _performersFactory.Get(animation); // Sets the current handler to the given animation.
_currentAnimation = animation; // current animation is now the given animation.
_currentPerformer.StartAnimation(_currentAnimation); // Starts the given animation.
_animationChanged.Invoke(_currentAnimation); // Fires the animation changed event.
}
protected void LoadAnimator()
{
if (_spriteRenderer == null)
{
if (!TryGetComponent(out _spriteRenderer))
{
Logger.LogError($"Sprite Renderer not found.", this);
return;
}
}
_performersFactory = new PerformerFactory(this);
_animations = new();
_spriteAnimations.ForEach(a => _animations.Add(a.AnimationName, a));
_loaded = true;
}
#endregion
#region Handling Animation
/// <summary>
/// Gets a registered animation by its name
/// </summary>
/// <param name="name"></param>
/// <returns> The animation or null if not found </returns>
public SpriteAnimation GetAnimationByName(string name)
{
if (!TryGetAnimationByName(name, out SpriteAnimation animation))
{
return null;
}
return animation;
}
/// <summary>
/// Tries to get a registered animation by its name
/// </summary>
/// <param name="name"></param>
/// <param name="animation"></param>
/// <returns> True if the animation is found, false otherwise </returns>
public bool TryGetAnimationByName(string name, out SpriteAnimation animation)
{
return Animations.TryGetValue(name, out animation);
}
#endregion
#region Evaluations
/// <summary>
/// Calculates the duration of the current animation.
/// Depending on the type of animation this can have serious perfomance impacts
/// as it has to evaluate all frames of all the animation cycles.
/// </summary>
/// <returns>The duration of the current animation.</returns>
public float CalculateCurrentAnimationDuration()
{
if (_currentAnimation == null) return 0;
return _currentAnimation.CalculateDuration();
}
#endregion
}
}