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CraAnimatorManager.cs
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using System;
using UnityEngine;
public interface ICraAnimated
{
CraAnimator GetAnimator();
}
public class CraAnimatorManager
{
public static CraAnimatorManager Instance { get; private set; }
struct CraLayerData
{
public CraPlayer[] States;
public int CurrentStateIdx;
public Action OnTransitFinished;
public Action OnStateFinished;
public bool OnStateFinishedInvoked;
}
struct CraAnimatorData
{
public CraLayer[] Layers;
public Action<int> OnTransitFinished;
public Action<int> OnStateFinished;
}
CraDataContainerManaged<CraLayerData> Layers;
CraDataContainerManaged<CraAnimatorData> Animators;
CraAnimatorManager()
{
Layers = new CraDataContainerManaged<CraLayerData>(CraSettings.MAX_LAYERS);
Animators = new CraDataContainerManaged<CraAnimatorData>(CraSettings.MAX_ANIMATORS);
}
public static CraAnimatorManager Get()
{
if (Instance != null)
{
return Instance;
}
Instance = new CraAnimatorManager();
return Instance;
}
public CraHandle LayerNew(int maxStates)
{
int idx = Layers.Alloc();
if (idx < 0)
{
return new CraHandle(-1);
}
ref CraLayerData data = ref Layers.Get(idx);
data.States = new CraPlayer[maxStates];
data.OnStateFinished = null;
data.OnTransitFinished= null;
data.CurrentStateIdx = CraSettings.STATE_NONE;
for (int i = 0; i < data.States.Length; ++i)
{
data.States[i] = CraPlayer.CreateEmpty();
}
return new CraHandle(idx);
}
public int LayerAddState(CraHandle layer, CraPlayer state)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
for (int i = 0; i < data.States.Length; ++i)
{
if (!data.States[i].IsValid())
{
data.States[i] = state;
return i;
}
}
Debug.LogError($"Reached max available state slots of {data.States.Length} in layer at index {layer.Handle}!");
return CraSettings.STATE_NONE;
}
public CraPlayer LayerGetCurrentState(CraHandle layer)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
if (data.CurrentStateIdx != CraSettings.STATE_NONE)
{
Debug.Assert(data.States[data.CurrentStateIdx].IsValid());
return data.States[data.CurrentStateIdx];
}
return CraPlayer.CreateEmpty();
}
public int LayerGetCurrentStateIdx(CraHandle layer)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
if (data.CurrentStateIdx != CraSettings.STATE_NONE)
{
Debug.Assert(data.States[data.CurrentStateIdx].IsValid());
return data.CurrentStateIdx;
}
return -1;
}
public void LayerSetState(CraHandle layer, int stateIdx)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
if (stateIdx == data.CurrentStateIdx) return;
Debug.Assert(stateIdx < data.States.Length);
if (data.CurrentStateIdx != CraSettings.STATE_NONE)
{
data.States[data.CurrentStateIdx].Reset();
}
data.CurrentStateIdx = stateIdx;
if (stateIdx != CraSettings.STATE_NONE)
{
data.States[stateIdx].CaptureBones();
data.States[stateIdx].Play(true);
data.OnStateFinishedInvoked = false;
}
}
public void LayerCaptureBones(CraHandle layer)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
if (data.CurrentStateIdx != CraSettings.STATE_NONE)
{
Debug.Assert(data.States[data.CurrentStateIdx].IsValid());
data.States[data.CurrentStateIdx].CaptureBones();
}
}
public void LayerRestartState(CraHandle layer)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
if (data.CurrentStateIdx != CraSettings.STATE_NONE)
{
data.States[data.CurrentStateIdx].Play(true);
data.OnStateFinishedInvoked = false;
}
}
public void LayerTransitFromAboveLayer(CraHandle layer)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
Debug.Assert(data.CurrentStateIdx != CraSettings.STATE_NONE);
data.States[data.CurrentStateIdx].ResetTransition();
}
public void LayerSetPlaybackSpeed(CraHandle layer, int stateIdx, float playbackSpeed)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
data.States[stateIdx].SetPlaybackSpeed(playbackSpeed);
}
public void LayerAddOnTransitFinishedListener(CraHandle layer, Action callback)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
data.OnTransitFinished += callback;
}
public void LayerAddOnStateFinishedListener(CraHandle layer, Action callback)
{
ref CraLayerData data = ref Layers.Get(layer.Handle);
data.OnStateFinished += callback;
}
public CraHandle AnimatorNew(int numLayers, int maxStatesPerLayer)
{
int idx = Animators.Alloc();
if (idx < 0)
{
return new CraHandle(-1);
}
ref CraAnimatorData data = ref Animators.Get(idx);
data.OnStateFinished = null;
data.OnTransitFinished = null;
data.Layers = new CraLayer[numLayers];
for (int i = 0; i < data.Layers.Length; ++i)
{
// capture by value
int layerIdx = i;
data.Layers[i] = CraLayer.CreateNew(maxStatesPerLayer);
data.Layers[i].AddOnStateFinishedListener(() => StateFinishedListener(idx, layerIdx));
data.Layers[i].AddOnTransitFinishedListener(() => TransitFinishedListener(idx, layerIdx));
}
return new CraHandle(idx);
}
void StateFinishedListener(int animIdx, int layerIdx)
{
ref CraAnimatorData data = ref Animators.Get(animIdx);
data.OnStateFinished?.Invoke(layerIdx);
}
void TransitFinishedListener(int animIdx, int layerIdx)
{
ref CraAnimatorData data = ref Animators.Get(animIdx);
data.OnTransitFinished?.Invoke(layerIdx);
}
public int AnimatorAddState(CraHandle animator, int layer, CraPlayer state)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
Debug.Assert(layer >= 0 && layer < data.Layers.Length);
Debug.Assert(state.IsValid());
return data.Layers[layer].AddState(state);
}
public CraPlayer AnimatorGetCurrentState(CraHandle animator, int layer)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
Debug.Assert(layer >= 0 && layer < data.Layers.Length);
return data.Layers[layer].GetCurrentState();
}
public int AnimatorGetCurrentStateIdx(CraHandle animator, int layer)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
Debug.Assert(layer >= 0 && layer < data.Layers.Length);
return data.Layers[layer].GetCurrentStateIdx();
}
public void AnimatorSetState(CraHandle animator, int layer, int stateIdx)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
Debug.Assert(layer >= 0 && layer < data.Layers.Length);
data.Layers[layer].SetState(stateIdx);
// if some layer in between gets removed (e.g. 1), the next layer
// below it (e.g. 0) should do a transition, since it now has
// potentially authority of more bones again
if (stateIdx == CraSettings.STATE_NONE)
{
for (int i = layer - 1; i >= 0; --i)
{
if (data.Layers[i].GetCurrentStateIdx() != CraSettings.STATE_NONE)
{
data.Layers[i].TransitFromAboveLayer();
break;
}
}
}
// rebuild bone authority
for (int i = 0; i < data.Layers.Length; ++i)
{
data.Layers[i].CaptureBones();
}
}
public void AnimatorSetPlaybackSpeed(CraHandle animator, int layer, int stateIdx, float playbackSpeed)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
Debug.Assert(layer >= 0 && layer < data.Layers.Length);
data.Layers[layer].SetPlaybackSpeed(stateIdx, playbackSpeed);
}
public void AnimatorRestartState(CraHandle animator, int layer)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
Debug.Assert(layer >= 0 && layer < data.Layers.Length);
data.Layers[layer].RestartState();
}
public void AnimatorAddOnTransitFinishedListener(CraHandle animator, Action<int> callback)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
data.OnStateFinished += callback;
}
public void AnimatorAddOnStateFinishedListener(CraHandle animator, Action<int> callback)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
data.OnStateFinished += callback;
}
public int AnimatorGetNumLayers(CraHandle animator)
{
ref CraAnimatorData data = ref Animators.Get(animator.Handle);
return data.Layers.Length;
}
public void Clear()
{
Layers.Clear();
Animators.Clear();
}
public void Destroy()
{
Layers.Destroy();
Animators.Destroy();
Instance = null;
}
public void Tick()
{
// Invoke layer events on main thread!
for (int i = 0; i < Layers.GetNumAllocated(); ++i)
{
ref CraLayerData data = ref Layers.Get(i);
if (data.CurrentStateIdx > -1)
{
ref CraPlayer state = ref data.States[data.CurrentStateIdx];
if (!data.OnStateFinishedInvoked && state.IsFinished())
{
if (data.OnStateFinished != null)
{
data.OnStateFinished.Invoke();
}
data.OnStateFinishedInvoked = true;
}
}
}
}
}