working on animations

This commit is contained in:
2025-08-08 23:38:03 +02:00
parent c17ce42700
commit f6a4db7b4d
11 changed files with 423 additions and 111 deletions

View File

@@ -1,8 +1,11 @@
using System;
using System.ComponentModel.DataAnnotations.Schema;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using RebootKit.Engine.Animations;
using RebootReality.jelycho.Items;
using Unity.Mathematics;
using UnityEditor.Search;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Events;
@@ -16,13 +19,126 @@ namespace RebootReality.jelycho.Player {
public bool IsGrounded;
}
[Serializable]
public class BasicCharacterLocomotionReAnimatorNode : IReAnimatorNode {
[field: SerializeField] public string Name { get; private set; }
[SerializeField] AnimationClip m_IdleClip;
[SerializeField] AnimationClip m_RunForwardClip;
[SerializeField] AnimationClip m_RunBackwardsClip;
[SerializeField] AnimationClip m_StrafeRightClip;
[SerializeField] AnimationClip m_StrafeLeftClip;
[SerializeField] AnimationClip m_TurnRightClip;
[SerializeField] AnimationClip m_TurnLeftClip;
[SerializeField] float m_TransitionSpeed = 5.0f;
[SerializeField, Range(0.0f, 1.0f)] float m_ForceIdleMagnitudeThreshold = 0.2f;
AnimationMixerPlayable m_Mixer;
float2 m_TargetInput;
float2 m_CurrentInput;
float m_Turning;
public void Tick(float deltaTime) {
if (m_TransitionSpeed > 0.0f) {
m_CurrentInput = Vector2.MoveTowards(m_CurrentInput,
m_TargetInput,
m_TransitionSpeed * deltaTime);
} else {
m_CurrentInput = m_TargetInput;
}
if (math.length(m_CurrentInput) <= m_ForceIdleMagnitudeThreshold) {
for (int i = 0; i < 7; ++i) {
m_Mixer.SetInputWeight(i, 0.0f);
}
if (m_Turning > 0.1f) {
m_Mixer.SetInputWeight(5, 1.0f);
} else if (m_Turning < -0.1f) {
m_Mixer.SetInputWeight(6, 1.0f);
} else {
m_Mixer.SetInputWeight(0, 1.0f);
}
return;
}
float inputMagnitude = math.length(m_CurrentInput);
float2 inputNormalized = math.normalizesafe(m_CurrentInput);
inputMagnitude = math.min(1.0f, inputMagnitude);
float forwardWeight = math.max(0.0f, math.dot(inputNormalized, new float2(0, 1)) * inputMagnitude);
float backwardsWeight = math.max(0.0f, math.dot(inputNormalized, new float2(0, -1)) * inputMagnitude);
float rightWeight = math.max(0.0f, math.dot(inputNormalized, new float2(1, 0)) * inputMagnitude);
float leftWeight = math.max(0.0f, math.dot(inputNormalized, new float2(-1, 0)) * inputMagnitude);
float totalWeight = forwardWeight + backwardsWeight + rightWeight + leftWeight;
if (totalWeight > 1.0f) {
forwardWeight /= totalWeight;
backwardsWeight /= totalWeight;
rightWeight /= totalWeight;
leftWeight /= totalWeight;
totalWeight = 1.0f;
}
float idleWeight = math.max(0.0f, 1.0f - totalWeight);
m_Mixer.SetInputWeight(0, idleWeight);
m_Mixer.SetInputWeight(1, forwardWeight);
m_Mixer.SetInputWeight(2, backwardsWeight);
m_Mixer.SetInputWeight(3, rightWeight);
m_Mixer.SetInputWeight(4, leftWeight);
m_Mixer.SetInputWeight(5, 0.0f);
m_Mixer.SetInputWeight(6, 0.0f);
}
public IPlayable Build(PlayableGraph graph) {
m_Mixer = AnimationMixerPlayable.Create(graph, 7);
AnimationClipPlayable idlePlayable = AnimationClipPlayable.Create(graph, m_IdleClip);
AnimationClipPlayable runForwardPlayable = AnimationClipPlayable.Create(graph, m_RunForwardClip);
AnimationClipPlayable runBackwardsPlayable = AnimationClipPlayable.Create(graph, m_RunBackwardsClip);
AnimationClipPlayable strafeRightPlayable = AnimationClipPlayable.Create(graph, m_StrafeRightClip);
AnimationClipPlayable strafeLeftPlayable = AnimationClipPlayable.Create(graph, m_StrafeLeftClip);
AnimationClipPlayable turnRightPlayable = AnimationClipPlayable.Create(graph, m_TurnRightClip);
AnimationClipPlayable turnLeftPlayable = AnimationClipPlayable.Create(graph, m_TurnLeftClip);
m_Mixer.ConnectInput(0, idlePlayable, 0, 1.0f);
m_Mixer.ConnectInput(1, runForwardPlayable, 0, 0.0f);
m_Mixer.ConnectInput(2, runBackwardsPlayable, 0, 0.0f);
m_Mixer.ConnectInput(3, strafeRightPlayable, 0, 0.0f);
m_Mixer.ConnectInput(4, strafeLeftPlayable, 0, 0.0f);
m_Mixer.ConnectInput(5, turnRightPlayable, 0, 0.0f);
m_Mixer.ConnectInput(6, turnLeftPlayable, 0, 0.0f);
return m_Mixer;
}
public bool TryFindChild(string name, out IReAnimatorNode node) {
node = null;
return false;
}
public void SetInput(float2 input, float turning) {
m_TargetInput = input;
m_Turning = turning;
}
}
public class CharacterHandsReAnimatorNode : IReAnimatorNode {
enum State {
None,
Idle,
QuickAttack
QuickAttack,
Charging,
ChargedIdle,
Charged,
ChargedUse
}
[field: SerializeField] public string Name { get; private set; }
PlayableGraph m_Graph;
@@ -34,19 +150,33 @@ namespace RebootReality.jelycho.Player {
State m_State;
public event Action OnQuickAttackAnimationFinished = delegate { };
public event Action OnCharged = delegate { };
public void Tick(float deltaTime) {
switch (m_State) {
case State.QuickAttack: {
if (m_CurrentPlayable.GetTime() >= m_CurrentPlayable.GetAnimationClip().length &&
m_CurrentPlayable.GetPlayState() == PlayState.Playing) {
if (IsCurrentClipFinished() && m_CurrentPlayable.GetPlayState() == PlayState.Playing) {
m_CurrentPlayable.Pause();
OnQuickAttackAnimationFinished?.Invoke();
}
break;
}
case State.Charging: {
if (IsCurrentClipFinished()) {
SetChargedIdle();
OnCharged?.Invoke();
}
break;
}
case State.ChargedUse: {
if (IsCurrentClipFinished()) {
SetIdle();
}
break;
}
}
}
@@ -63,12 +193,12 @@ namespace RebootReality.jelycho.Player {
public void UpdateClips(ItemHandsAnimationClipsSet clipsSet) {
m_ClipsSet = clipsSet;
if (clipsSet == null) {
m_State = State.None;
return;
}
SetIdle();
}
@@ -80,7 +210,7 @@ namespace RebootReality.jelycho.Player {
AnimationClip clip = m_ClipsSet.quickAttacks[combo % m_ClipsSet.quickAttacks.Length];
m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, clip);
m_Mixer.DisconnectInput(0);
m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
@@ -92,46 +222,90 @@ namespace RebootReality.jelycho.Player {
if (m_ClipsSet == null) {
return;
}
m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.idle);
m_Mixer.DisconnectInput(0);
m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
m_CurrentPlayable.Play();
m_State = State.Idle;
}
public void SetCharging() {
if (m_ClipsSet == null) {
return;
}
m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.charging);
m_Mixer.DisconnectInput(0);
m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
m_CurrentPlayable.Play();
m_State = State.Charging;
}
public void SetChargedIdle() {
if (m_ClipsSet == null) {
return;
}
m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.chargedIdle);
m_Mixer.DisconnectInput(0);
m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
m_CurrentPlayable.Play();
m_State = State.ChargedIdle;
}
public void PlayChargedUse() {
if (m_ClipsSet == null) {
return;
}
m_CurrentPlayable = AnimationClipPlayable.Create(m_Graph, m_ClipsSet.chargedUse);
m_Mixer.DisconnectInput(0);
m_Mixer.ConnectInput(0, m_CurrentPlayable, 0, 1.0f);
m_CurrentPlayable.Play();
m_State = State.ChargedUse;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
bool IsCurrentClipFinished() {
return m_CurrentPlayable.GetTime() >= m_CurrentPlayable.GetAnimationClip().length;
}
}
public class PlayerAnimator : MonoBehaviour {
[SerializeField] ReAnimator m_ReAnimator;
MixerNode m_LocomotionRootMixer;
BlendTree2DNode m_GroundBlendTree;
BasicCharacterLocomotionReAnimatorNode m_GroundBlendTree;
CharacterHandsReAnimatorNode m_Hands;
// @TODO: for some reason `SetLocomotionParams` is called before awake
bool m_IsReady = false;
public UnityEvent onQuickAttackFinished = new UnityEvent();
public UnityEvent onChargeReady = new UnityEvent();
void Awake() {
m_LocomotionRootMixer = m_ReAnimator.FindNode<MixerNode>("locomotion_root");
m_LocomotionRootMixer.SetInputWeight(0, 1.0f);
m_LocomotionRootMixer.SetInputWeight(1, 0.0f);
m_GroundBlendTree = m_ReAnimator.FindNode<BlendTree2DNode>("locomotion_ground");
m_GroundBlendTree.SetDirection(new float2(0, 1));
m_GroundBlendTree = m_ReAnimator.FindNode<BasicCharacterLocomotionReAnimatorNode>("locomotion_ground");
m_GroundBlendTree.SetInput(new float2(0, 0), 0.0f);
m_Hands = m_ReAnimator.FindNode<CharacterHandsReAnimatorNode>("hands");
m_Hands.OnQuickAttackAnimationFinished += () => { onQuickAttackFinished?.Invoke(); };
m_Hands.OnCharged += () => { onChargeReady?.Invoke(); };
m_IsReady = true;
}
void Update() {
void Update() { }
}
public void SetLocomotionParams(PlayerLocomotionAnimatorParams locomotionParams) {
if (!m_IsReady) {
return;
@@ -142,7 +316,7 @@ namespace RebootReality.jelycho.Player {
float2 groundBlendDirection = new float2(locomotionParams.VelocityRightNormalized,
locomotionParams.VelocityForwardNormalized);
m_GroundBlendTree.SetDirection(groundBlendDirection);
m_GroundBlendTree.SetInput(groundBlendDirection, locomotionParams.TurnVelocity);
}
public void SetHandsAnimationSet(ItemHandsAnimationClipsSet clipsSet) {
@@ -150,7 +324,7 @@ namespace RebootReality.jelycho.Player {
m_ReAnimator.SetLayerWeight(1, 0.0f);
return;
}
m_ReAnimator.SetLayerWeight(1, 1.0f);
m_Hands.UpdateClips(clipsSet);
}
@@ -162,5 +336,13 @@ namespace RebootReality.jelycho.Player {
public void PlayHandsIdle() {
m_Hands.SetIdle();
}
public void PlayCharging() {
m_Hands.SetCharging();
}
public void PlayChargedUse() {
m_Hands.PlayChargedUse();
}
}
}