Trò chơi đua xe động vật trong UNITY Engine
- AnimationCurveUtils.cs
- Utils /
- Editor /
- Spriter2Unity /
- ThirdParty /
- Assets /
- project /
2 Copyright (c) 2014 Andrew Jones, Dario Seyb
3 Based on 'Spriter2Unity' python code by Malhavok
4
5 Permission is hereby granted, free of charge, to any person obtaining a copy
6 of this software and associated documentation files (the "Software"), to deal
7 in the Software without restriction, including without limitation the rights
8 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 copies of the Software, and to permit persons to whom the Software is
10 furnished to do so, subject to the following conditions:
11
12 The above copyright notice and this permission notice shall be included in
13 all copies or substantial portions of the Software.
14
15 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
21 THE SOFTWARE.
22 */
23
24 using Assets.ThirdParty.Spriter2Unity.Editor.Spriter;
25 using System.Reflection;
26 using UnityEditor;
27 using UnityEngine;
28
29 namespace Assets.ThirdParty.Spriter2Unity.Editor.Spriter
30 {
31 public static class AnimationCurveUtils
32 {
33 public const float MIN_DELTA_TIME = 0.001f;
34 public const bool ENABLE_KEYFRAME_REDUCATION = true;
35
36 public static void AddKey(this AnimationCurve curve, Keyframe keyframe, TimelineKey lastKey)
37 {
38 var keys = curve.keys;
39
40 //Early out - if this is the first key on this curve just add it
41 if (keys.Length == 0)
42 {
43 curve.AddKey(keyframe);
44 return;
45 }
46
47 if (lastKey == null)
48 {
49 Debug.Log(string.Format("ERROR: NULL lastkey passed to AddKey when curve contains {0} keys", keys.Length));
50 return;
51 }
52
53 //Get the last keyframe
54 Keyframe lastKeyframe = keys[keys.Length - 1];
55
56 //If no TimelineKey is supplied, default to Linear curve
57 CurveType curveType = lastKey.CurveType;
58
59 switch (curveType)
60 {
61 case CurveType.Instant:
62 lastKeyframe.outTangent = 0;
63 curve.MoveKey(keys.Length - 1, lastKeyframe);
64
65 keyframe.inTangent = float.PositiveInfinity;
66 curve.AddKey(keyframe);
67 break;
68
69 case CurveType.Linear:
70 var val = (keyframe.value - lastKeyframe.value) / (keyframe.time - lastKeyframe.time);
71 lastKeyframe.outTangent = val;
72 curve.MoveKey(keys.Length - 1, lastKeyframe);
73
74 keyframe.inTangent = val;
75 curve.AddKey(keyframe);
76 break;
77
78 case CurveType.Quadratic:
79 {
80 //Increase to cubic
81 var c1 = (2 * lastKey.CurveParams[0]) / 3;
82 var c2 = 1 - (2 * lastKey.CurveParams[0] + 1) / 3;
83
84 //Convert [0,1] into unity-acceptable tangents
85 c1 *= 3 * (keyframe.value - lastKeyframe.value) / (keyframe.time - lastKeyframe.time);
86 c2 *= 3 * (keyframe.value - lastKeyframe.value) / (keyframe.time - lastKeyframe.time);
87
88 //Set the out tangent for the previous frame and update
89 lastKeyframe.outTangent = c1;
90 curve.MoveKey(keys.Length - 1, lastKeyframe);
91
92 //Set the in tangent for the current frame and add
93 keyframe.inTangent = c2;
94 curve.AddKey(keyframe);
95 break;
96 }
97
98 case CurveType.Cubic:
99 {
100 //Get curve parameters
101 var c1 = lastKey.CurveParams[0];
102 var c2 = 1 - lastKey.CurveParams[1];
103
104 //Convert [0,1] into unity-acceptable tangents
105 c1 *= 3 * (keyframe.value - lastKeyframe.value) / (keyframe.time - lastKeyframe.time);
106 c2 *= 3 * (keyframe.value - lastKeyframe.value) / (keyframe.time - lastKeyframe.time);
107
108 //Set the out tangent for the previous frame and update
109 lastKeyframe.outTangent = c1;
110 curve.MoveKey(keys.Length - 1, lastKeyframe);
111
112 //Set the in tangent for the current frame and add
113 keyframe.inTangent = c2;
114 curve.AddKey(keyframe);
115 break;
116 }
117
118 default:
119 Debug.LogWarning("CurveType " + curveType.ToString() + " not yet supported!");
120 break;
121 }
122 }
123
124 /// <summary>
125 /// Add the specified key and set the in/out tangents for a linear curve
126 /// </summary>
127 public static void AddLinearKey(this AnimationCurve curve, Keyframe keyframe)
128 {
129 var keys = curve.keys;
130 //Second or later keyframe - make the slopes linear
131 if (keys.Length > 0)
132 {
133 var lastFrame = keys[keys.Length - 1];
134 float slope = (keyframe.value - lastFrame.value) / (keyframe.time - lastFrame.time);
135 lastFrame.outTangent = keyframe.inTangent = slope;
136
137 //Update the last keyframe
138 curve.MoveKey(keys.Length - 1, lastFrame);
139 }
140
141 //Add the new frame
142 curve.AddKey(keyframe);
143 }
144
145 public static void AddKeyIfChanged(this AnimationCurve curve, Keyframe keyframe)
146 {
147 var keys = curve.keys;
148 //If this is the first key on this curve, always add
149 //NOTE: Add TWO copies of the first frame, then we adjust the last frame as we move along
150 //This guarantees a minimum of two keys in each curve
151 if (keys.Length == 0 || !ENABLE_KEYFRAME_REDUCATION)
152 {
153 curve.AddKey(keyframe);
154 keyframe.time += float.Epsilon;
155 curve.AddKey(keyframe);
156 }
157 else
158 {
159 //TODO: This method of keyframe reduction causes artifacts in animations that are supposed to deliberately pause
160 //Find the last keyframe
161 Keyframe lastKey = keys[keys.Length - 1];
162 if (lastKey.time >= keyframe.time)
163 Debug.LogError("Keyframes not supplied in consecutive order!!!");
164
165 //Grab 2 frames ago
166 var last2Key = keys[keys.Length - 2];
167
168 //If the previous 2 frames were different, add a new frame
169 if (lastKey.value != last2Key.value)
170 {
171 curve.AddKey(keyframe);
172 }
173 //The previous frame is redundant - just move it
174 else
175 {
176 curve.MoveKey(keys.Length - 1, keyframe);
177 }
178 }
179 }
180
181 /* Method Signature:
182 [MethodImpl(MethodImplOptions.InternalCall), WrapperlessIcall]
183 internal static extern void SetAnimationClipSettings(AnimationClip clip, AnimationClipSettings srcClipInfo);
184 */
185 /// <summary>
186 /// Uses reflection to call the internal (seriously, guys?!) SetAnimationClipSettings method
187 /// Especially funny because the method doesn't even appear to be USED internally...
188 /// </summary>
189 public static void SetAnimationSettings(this AnimationClip animClip, AnimationClipSettings settings)
190 {
191 //Use reflection to get the internal method
192 BindingFlags bindingFlags = BindingFlags.Static | BindingFlags.NonPublic;
193 MethodInfo mInfo = typeof(AnimationUtility).GetMethod("SetAnimationClipSettings", bindingFlags);
194 mInfo.Invoke(null, new object[] { animClip, settings });
195 }
196 }
197 }
Early out - if this is the first key on this curve just add it
Get the last keyframe
If no TimelineKey is supplied, default to Linear curve
Increase to cubic
Convert [0,1] into unity-acceptable tangents
Set the out tangent for the previous frame and update
Set the in tangent for the current frame and add
Get curve parameters
Convert [0,1] into unity-acceptable tangents
Set the out tangent for the previous frame and update
Set the in tangent for the current frame and add
Add the specified key and set the inout tangents for a linear curve
Second or later keyframe - make the slopes linear
Update the last keyframe
Add the new frame
If this is the first key on this curve, always add
NOTE: Add TWO copies of the first frame, then we adjust the last frame as we move along
This guarantees a minimum of two keys in each curve
TODO: This method of keyframe reduction causes artifacts in animations that are supposed to deliberately pause
Find the last keyframe
Grab 2 frames ago
If the previous 2 frames were different, add a new frame
The previous frame is redundant - just move it
Uses reflection to call the internal (seriously, guys?!) SetAnimationClipSettings method
Especially funny because the method doesn't even appear to be USED internally...
Use reflection to get the internal method