using UnityEngine; using System; namespace HeavenStudio.Util { public static class AnimationHelpers { public static bool IsAnimationNotPlaying(this Animator anim) { if (anim == null) return true; var stateInfo = anim.GetCurrentAnimatorStateInfo(0); return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0); } /// <summary> /// Returns true if animName is currently playing on animator /// </summary> /// <param name="anim">Animator to check</param> /// <param name="animNames">name(s) of animation to look out for</param> public static bool IsPlayingAnimationNames(this Animator anim, params string[] animNames) { if (anim == null) return false; var stateInfo = anim.GetCurrentAnimatorStateInfo(0); var isPlaying = Array.Exists(animNames, animName => stateInfo.IsName(animName)); return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying; } /// <summary> /// Sets animator's progress on an animation based on current song beat between startTime and length /// function must be called in actor's Update loop to update properly /// </summary> /// <param name="anim">Animator to update</param> /// <param name="animName">name of animation to play</param> /// <param name="startTime">reference start time of animation (progress 0.0)</param> /// <param name="length">duration of animation (progress 1.0)</param> /// <param name="timeScale">multiplier for animation progress (smaller values make animation slower)</param> /// <param name="animLayer">animator layer to play animation on</param> public static void DoScaledAnimation(this Animator anim, string animName, double startTime, double length = 1, float timeScale = 1f, int animLayer = -1, bool clamp = false, bool ignoreSwing = true) { if (anim == null) return; float pos = Conductor.instance.GetPositionFromBeat(startTime, length, ignoreSwing: ignoreSwing) * timeScale; if (clamp) pos = Mathf.Clamp01(pos); anim.Play(animName, animLayer, pos); anim.speed = 1f; //not 0 so these can still play their script events } /// <summary> /// Sets animator progress on an animation according to pos /// </summary> /// <param name="anim">Animator to update</param> /// <param name="animName">name of animation to play</param> /// <param name="pos">position to set animation progress to (0.0 - 1.0)</param> /// <param name="animLayer">animator layer to play animation on</param> public static void DoNormalizedAnimation(this Animator anim, string animName, float pos = 0f, int animLayer = -1) { if (anim == null) return; anim.Play(animName, animLayer, pos); anim.speed = 1f; } /// <summary> /// Plays animation on animator, scaling speed to song BPM /// call this function once, when playing an animation /// </summary> /// <param name="anim">Animator to play animation on</param> /// <param name="animName">name of animation to play</param> /// <param name="timeScale">multiplier for animation speed</param> /// <param name="startBeat">beat that this animation would start on</param> /// <param name="animLayer">animator layer to play animation on</param> public static void DoScaledAnimationFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1) { if (anim == null) return; float pos = 0; if (!double.IsNaN(startBeat)) { var cond = Conductor.instance; var animClip = Array.Find(anim.runtimeAnimatorController.animationClips, x => x.name == animName); double animLength = cond.SecsToBeats(animClip.length, cond.GetBpmAtBeat(startBeat)); pos = cond.GetPositionFromBeat(startBeat, animLength) * timeScale; } else { Debug.LogWarning("DoScaledAnimationFromBeatAsync()'s startBeat was NaN; using DoScaledAnimationAsync() instead."); } anim.DoScaledAnimationAsync(animName, timeScale, pos, animLayer); } /// <summary> /// Plays animation on animator, scaling speed to song BPM /// call this function once, when playing an animation /// </summary> /// <param name="anim">Animator to play animation on</param> /// <param name="animName">name of animation to play</param> /// <param name="timeScale">multiplier for animation speed</param> /// <param name="startPos">starting progress of animation</param> /// <param name="animLayer">animator layer to play animation on</param> public static void DoScaledAnimationAsync(this Animator anim, string animName, float timeScale = 1f, float startPos = 0f, int animLayer = -1) { if (anim == null) return; anim.Play(animName, animLayer, startPos); anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale; } public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f) { if (anim == null) return; anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale; } /// <summary> /// Plays animation on animator, at default speed /// this is the least nessecary function here lol /// </summary> /// <param name="anim">Animator to play animation on</param> /// <param name="animName">name of animation to play</param> /// <param name="startPos">starting progress of animation</param> /// <param name="animLayer">animator layer to play animation on</param> public static void DoUnscaledAnimation(this Animator anim, string animName, float startPos = 0f, int animLayer = -1) { if (anim == null) return; anim.Play(animName, animLayer, startPos); anim.speed = 1f; } } }