| | 1 | | using AvatarSystem; |
| | 2 | | using Cysharp.Threading.Tasks; |
| | 3 | | using DCL; |
| | 4 | | using DCL.Components; |
| | 5 | | using DCL.Emotes; |
| | 6 | | using DCL.Helpers; |
| | 7 | | using System; |
| | 8 | | using System.Collections.Generic; |
| | 9 | | using UnityEngine; |
| | 10 | | using Environment = DCL.Environment; |
| | 11 | |
|
| | 12 | | public enum AvatarAnimation |
| | 13 | | { |
| | 14 | | IDLE, |
| | 15 | | RUN, |
| | 16 | | WALK, |
| | 17 | | EMOTE, |
| | 18 | | JUMP, |
| | 19 | | FALL, |
| | 20 | | } |
| | 21 | |
|
| | 22 | | public static class AvatarAnimationExtensions |
| | 23 | | { |
| | 24 | | public static bool ShouldLoop(this AvatarAnimation avatarAnimation) |
| | 25 | | { |
| 0 | 26 | | return avatarAnimation == AvatarAnimation.RUN || |
| | 27 | | avatarAnimation == AvatarAnimation.IDLE || |
| | 28 | | avatarAnimation == AvatarAnimation.FALL || |
| | 29 | | avatarAnimation == AvatarAnimation.WALK; |
| | 30 | | } |
| | 31 | | } |
| | 32 | |
|
| | 33 | | public class AvatarAnimatorLegacy : MonoBehaviour, IPoolLifecycleHandler, IAnimator |
| | 34 | | { |
| | 35 | | private const float ZERO_POSE_LOOP_TIME_SECONDS = 2f; |
| | 36 | | private const float IDLE_TRANSITION_TIME = 0.2f; |
| | 37 | | private const float RUN_TRANSITION_TIME = 0.15f; |
| | 38 | | private const float WALK_TRANSITION_TIME = 0.15f; |
| | 39 | | private const float WALK_MAX_SPEED = 6; |
| | 40 | | private const float RUN_MIN_SPEED = 4f; |
| | 41 | | private const float WALK_MIN_SPEED = 0.1f; |
| | 42 | | private const float WALK_RUN_SWITCH_TIME = 1.5f; |
| | 43 | | private const float JUMP_TRANSITION_TIME = 0.01f; |
| | 44 | | private const float FALL_TRANSITION_TIME = 0.5f; |
| | 45 | | private const float EXPRESSION_EXIT_TRANSITION_TIME = 0.2f; |
| | 46 | | private const float EXPRESSION_ENTER_TRANSITION_TIME = 0.1f; |
| | 47 | | private const float OTHER_PLAYER_MOVE_THRESHOLD = 0.5f; |
| | 48 | |
|
| | 49 | | private const float AIR_EXIT_TRANSITION_TIME = 0.2f; |
| | 50 | |
|
| | 51 | | private const float ELEVATION_OFFSET = 0.6f; |
| | 52 | | private const float RAY_OFFSET_LENGTH = 3.0f; |
| | 53 | |
|
| | 54 | | // Time it takes to determine if a character is grounded when vertical velocity is 0 |
| | 55 | | private const float FORCE_GROUND_TIME = 0.05f; |
| | 56 | |
|
| | 57 | | // Minimum vertical speed used to consider whether an avatar is on air |
| | 58 | | private const float MIN_VERTICAL_SPEED_AIR = 0.025f; |
| | 59 | |
|
| | 60 | | [Serializable] |
| | 61 | | public class AvatarLocomotion |
| | 62 | | { |
| | 63 | | public AnimationClip idle; |
| | 64 | | public AnimationClip walk; |
| | 65 | | public AnimationClip run; |
| | 66 | | public AnimationClip jump; |
| | 67 | | public AnimationClip fall; |
| | 68 | | } |
| | 69 | |
|
| | 70 | | [Serializable] |
| | 71 | | public class BlackBoard |
| | 72 | | { |
| | 73 | | public float walkSpeedFactor; |
| | 74 | | public float runSpeedFactor; |
| | 75 | | public float movementSpeed; |
| | 76 | | public float verticalSpeed; |
| | 77 | | public bool isGrounded; |
| | 78 | | public string expressionTriggerId; |
| | 79 | | public long expressionTriggerTimestamp; |
| | 80 | | public float deltaTime; |
| | 81 | | public bool shouldLoop; |
| | 82 | | } |
| | 83 | |
|
| | 84 | | [SerializeField] internal AvatarLocomotion femaleLocomotions; |
| | 85 | | [SerializeField] internal AvatarLocomotion maleLocomotions; |
| | 86 | | [SerializeField] internal string renderingLayer = "Default"; |
| | 87 | | private AvatarLocomotion currentLocomotions; |
| | 88 | |
|
| | 89 | | public new Animation animation; |
| | 90 | | public BlackBoard blackboard; |
| | 91 | | public Transform target; |
| | 92 | |
|
| | 93 | | private Action<BlackBoard> currentState; |
| | 94 | |
|
| | 95 | | private Vector3 lastPosition; |
| | 96 | | private bool isOwnPlayer; |
| | 97 | | private AvatarAnimationEventHandler animEventHandler; |
| | 98 | |
|
| | 99 | | private float lastOnAirTime = 0; |
| | 100 | |
|
| | 101 | | private Dictionary<string, EmoteClipData> emoteClipDataMap = new (); |
| | 102 | |
|
| | 103 | | private string runAnimationName; |
| | 104 | | private string walkAnimationName; |
| | 105 | | private string idleAnimationName; |
| | 106 | | private string jumpAnimationName; |
| | 107 | | private string fallAnimationName; |
| | 108 | | private AvatarAnimation latestAnimationState; |
| | 109 | | private AnimationState runAnimationState; |
| | 110 | | private AnimationState walkAnimationState; |
| | 111 | | private bool isUpdateRegistered = false; |
| | 112 | |
|
| | 113 | | private Ray rayCache; |
| | 114 | | private bool hasTarget; |
| | 115 | | private EmoteClipData lastExtendedEmoteData; |
| | 116 | | private string lastCrossFade; |
| | 117 | | private AnimationState currentEmote; |
| | 118 | | private int lastEmoteLoopCount; |
| | 119 | |
|
| | 120 | | private float lastZeroPoseTime; |
| | 121 | | private int zeroPoseLoop; |
| | 122 | |
|
| | 123 | | private void Awake() |
| | 124 | | { |
| | 125 | | hasTarget = target != null; |
| | 126 | |
|
| | 127 | | if (!hasTarget) |
| | 128 | | Debug.LogError(message: $"Target is not assigned. {nameof(UpdateInterface)} will not work correctly.", this) |
| | 129 | | } |
| | 130 | |
|
| | 131 | | public void Start() |
| | 132 | | { |
| | 133 | | OnPoolGet(); |
| | 134 | | } |
| | 135 | |
|
| | 136 | | // AvatarSystem entry points |
| | 137 | | public bool Prepare(string bodyshapeId, GameObject container) |
| | 138 | | { |
| | 139 | | StopEmote(true); |
| | 140 | |
|
| | 141 | | animation = container.gameObject.GetOrCreateComponent<Animation>(); |
| | 142 | | container.gameObject.GetOrCreateComponent<StickerAnimationListener>(); |
| | 143 | |
|
| | 144 | | PrepareLocomotionAnims(bodyshapeId); |
| | 145 | | SetIdleFrame(); |
| | 146 | | animation.Sample(); |
| | 147 | | InitializeAvatarAudioAndParticleHandlers(animation); |
| | 148 | |
|
| | 149 | | // since the avatar can be updated when changing a wearable we shouldn't register to the update event twice |
| | 150 | | if (!isUpdateRegistered) |
| | 151 | | { |
| | 152 | | isUpdateRegistered = true; |
| | 153 | |
|
| | 154 | | if (isOwnPlayer) { DCLCharacterController.i.OnUpdateFinish += OnUpdateWithDeltaTime; } |
| | 155 | | else { Environment.i.platform.updateEventHandler.AddListener(IUpdateEventHandler.EventType.Update, OnEventHa |
| | 156 | | } |
| | 157 | |
|
| | 158 | | return true; |
| | 159 | | } |
| | 160 | |
|
| | 161 | | private void PrepareLocomotionAnims(string bodyshapeId) |
| | 162 | | { |
| | 163 | | if (bodyshapeId.Contains(WearableLiterals.BodyShapes.MALE)) { currentLocomotions = maleLocomotions; } |
| | 164 | | else if (bodyshapeId.Contains(WearableLiterals.BodyShapes.FEMALE)) { currentLocomotions = femaleLocomotions; } |
| | 165 | |
|
| | 166 | | EquipBaseClip(currentLocomotions.idle); |
| | 167 | | EquipBaseClip(currentLocomotions.walk); |
| | 168 | | EquipBaseClip(currentLocomotions.run); |
| | 169 | | EquipBaseClip(currentLocomotions.jump); |
| | 170 | | EquipBaseClip(currentLocomotions.fall); |
| | 171 | |
|
| | 172 | | idleAnimationName = currentLocomotions.idle.name; |
| | 173 | | walkAnimationName = currentLocomotions.walk.name; |
| | 174 | | runAnimationName = currentLocomotions.run.name; |
| | 175 | | jumpAnimationName = currentLocomotions.jump.name; |
| | 176 | | fallAnimationName = currentLocomotions.fall.name; |
| | 177 | |
|
| | 178 | | runAnimationState = animation[runAnimationName]; |
| | 179 | | walkAnimationState = animation[walkAnimationName]; |
| | 180 | | } |
| | 181 | |
|
| | 182 | | private void OnEventHandlerUpdate() |
| | 183 | | { |
| | 184 | | OnUpdateWithDeltaTime(Time.deltaTime); |
| | 185 | | } |
| | 186 | |
|
| | 187 | | public void OnPoolGet() |
| | 188 | | { |
| | 189 | | if (DCLCharacterController.i != null) |
| | 190 | | { |
| | 191 | | isOwnPlayer = DCLCharacterController.i.transform == transform.parent; |
| | 192 | |
|
| | 193 | | // NOTE: disable MonoBehaviour's update to use DCLCharacterController event instead |
| | 194 | | this.enabled = !isOwnPlayer; |
| | 195 | | } |
| | 196 | |
|
| | 197 | | currentState = State_Init; |
| | 198 | | } |
| | 199 | |
|
| | 200 | | public void OnPoolRelease() |
| | 201 | | { |
| | 202 | | if (isUpdateRegistered) |
| | 203 | | { |
| | 204 | | isUpdateRegistered = false; |
| | 205 | |
|
| | 206 | | if (isOwnPlayer && DCLCharacterController.i) { DCLCharacterController.i.OnUpdateFinish -= OnUpdateWithDeltaT |
| | 207 | | else { Environment.i.platform.updateEventHandler.RemoveListener(IUpdateEventHandler.EventType.Update, OnEven |
| | 208 | | } |
| | 209 | | } |
| | 210 | |
|
| | 211 | | private void OnUpdateWithDeltaTime(float deltaTime) |
| | 212 | | { |
| | 213 | | blackboard.deltaTime = deltaTime; |
| | 214 | | UpdateInterface(); |
| | 215 | | currentState?.Invoke(blackboard); |
| | 216 | | } |
| | 217 | |
|
| | 218 | | private void UpdateInterface() |
| | 219 | | { |
| | 220 | | if (!target) return; |
| | 221 | |
|
| | 222 | | Vector3 velocityTargetPosition = target.position; |
| | 223 | | Vector3 flattenedVelocity = velocityTargetPosition - lastPosition; |
| | 224 | |
|
| | 225 | | //NOTE(Brian): Vertical speed |
| | 226 | | float verticalVelocity = flattenedVelocity.y; |
| | 227 | |
|
| | 228 | | //NOTE(Kinerius): if we have more or less than zero we consider that we are either jumping or falling |
| | 229 | | if (Mathf.Abs(verticalVelocity) > MIN_VERTICAL_SPEED_AIR) { lastOnAirTime = Time.time; } |
| | 230 | |
|
| | 231 | | blackboard.verticalSpeed = verticalVelocity; |
| | 232 | |
|
| | 233 | | flattenedVelocity.y = 0; |
| | 234 | |
|
| | 235 | | if (isOwnPlayer) |
| | 236 | | blackboard.movementSpeed = flattenedVelocity.magnitude - DCLCharacterController.i.movingPlatformSpeed; |
| | 237 | | else |
| | 238 | | blackboard.movementSpeed = flattenedVelocity.magnitude; |
| | 239 | |
|
| | 240 | | Vector3 rayOffset = Vector3.up * RAY_OFFSET_LENGTH; |
| | 241 | |
|
| | 242 | | //NOTE(Kinerius): This check is just for the playing character, it uses a combination of collision flags and ray |
| | 243 | | bool isGroundedByCharacterController = isOwnPlayer && DCLCharacterController.i.isGrounded; |
| | 244 | |
|
| | 245 | | //NOTE(Kinerius): This check is for interpolated avatars (the other players) as we dont have a Character Control |
| | 246 | | // this check is cheap and fast but not precise |
| | 247 | | bool isGroundedByVelocity = !isOwnPlayer && Time.time - lastOnAirTime > FORCE_GROUND_TIME; |
| | 248 | |
|
| | 249 | | //NOTE(Kinerius): This additional check is both for the player and interpolated avatars, we cast an additional r |
| | 250 | | bool isGroundedByRaycast = false; |
| | 251 | |
|
| | 252 | | if (!isGroundedByCharacterController && !isGroundedByVelocity) |
| | 253 | | { |
| | 254 | | rayCache.origin = velocityTargetPosition + rayOffset; |
| | 255 | | rayCache.direction = Vector3.down; |
| | 256 | |
|
| | 257 | | LayerMask iGroundLayers = DCLCharacterController.i?.groundLayers ?? new LayerMask(); |
| | 258 | |
|
| | 259 | | isGroundedByRaycast = Physics.Raycast(rayCache, |
| | 260 | | RAY_OFFSET_LENGTH - ELEVATION_OFFSET, |
| | 261 | | iGroundLayers); |
| | 262 | | } |
| | 263 | |
|
| | 264 | | blackboard.isGrounded = isGroundedByCharacterController || isGroundedByVelocity || isGroundedByRaycast; |
| | 265 | |
|
| | 266 | | lastPosition = velocityTargetPosition; |
| | 267 | | } |
| | 268 | |
|
| | 269 | | private void State_Init(BlackBoard bb) |
| | 270 | | { |
| | 271 | | if (bb.isGrounded) { currentState = State_Ground; } |
| | 272 | | else { currentState = State_Air; } |
| | 273 | | } |
| | 274 | |
|
| | 275 | | private void State_Ground(BlackBoard bb) |
| | 276 | | { |
| | 277 | | if (bb.deltaTime <= 0) |
| | 278 | | return; |
| | 279 | |
|
| | 280 | | float movementSpeed = bb.movementSpeed / bb.deltaTime; |
| | 281 | |
|
| | 282 | | runAnimationState.normalizedSpeed = movementSpeed * bb.runSpeedFactor; |
| | 283 | | walkAnimationState.normalizedSpeed = movementSpeed * bb.walkSpeedFactor; |
| | 284 | |
|
| | 285 | | if (movementSpeed >= WALK_MAX_SPEED) |
| | 286 | | CrossFadeTo(AvatarAnimation.RUN, runAnimationName, RUN_TRANSITION_TIME); |
| | 287 | | else if (movementSpeed >= RUN_MIN_SPEED && movementSpeed < WALK_MAX_SPEED) |
| | 288 | | CrossFadeTo(AvatarAnimation.WALK, walkAnimationName, WALK_TRANSITION_TIME); |
| | 289 | | else if (movementSpeed > WALK_MIN_SPEED) |
| | 290 | | CrossFadeTo(AvatarAnimation.WALK, walkAnimationName, WALK_TRANSITION_TIME); |
| | 291 | | else |
| | 292 | | CrossFadeTo(AvatarAnimation.IDLE, idleAnimationName, IDLE_TRANSITION_TIME); |
| | 293 | |
|
| | 294 | | if (!bb.isGrounded) |
| | 295 | | { |
| | 296 | | currentState = State_Air; |
| | 297 | | OnUpdateWithDeltaTime(bb.deltaTime); |
| | 298 | | } |
| | 299 | | } |
| | 300 | |
|
| | 301 | | private void CrossFadeTo(AvatarAnimation animationState, string animationName, |
| | 302 | | float runTransitionTime, PlayMode playMode = PlayMode.StopSameLayer) |
| | 303 | | { |
| | 304 | | if (latestAnimationState == animationState) |
| | 305 | | return; |
| | 306 | |
|
| | 307 | | lastCrossFade = animationName; |
| | 308 | | latestAnimationState = animationState; |
| | 309 | | animation.wrapMode = latestAnimationState.ShouldLoop() || blackboard.shouldLoop ? WrapMode.Loop : WrapMode.Once; |
| | 310 | | animation.CrossFade(lastCrossFade, runTransitionTime, playMode); |
| | 311 | | } |
| | 312 | |
|
| | 313 | | private void State_Air(BlackBoard bb) |
| | 314 | | { |
| | 315 | | if (bb.verticalSpeed > 0) { CrossFadeTo(AvatarAnimation.JUMP, jumpAnimationName, JUMP_TRANSITION_TIME, PlayMode. |
| | 316 | | else { CrossFadeTo(AvatarAnimation.FALL, fallAnimationName, FALL_TRANSITION_TIME, PlayMode.StopAll); } |
| | 317 | |
|
| | 318 | | if (bb.isGrounded) |
| | 319 | | { |
| | 320 | | animation.Blend(jumpAnimationName, 0, AIR_EXIT_TRANSITION_TIME); |
| | 321 | | animation.Blend(fallAnimationName, 0, AIR_EXIT_TRANSITION_TIME); |
| | 322 | | currentState = State_Ground; |
| | 323 | | OnUpdateWithDeltaTime(bb.deltaTime); |
| | 324 | | } |
| | 325 | | } |
| | 326 | |
|
| | 327 | | private void State_Expression(BlackBoard bb) |
| | 328 | | { |
| | 329 | | var prevAnimation = latestAnimationState; |
| | 330 | |
|
| | 331 | | var exitTransitionStarted = false; |
| | 332 | |
|
| | 333 | | if (!bb.isGrounded) |
| | 334 | | { |
| | 335 | | currentState = State_Air; |
| | 336 | | exitTransitionStarted = true; |
| | 337 | | } |
| | 338 | |
|
| | 339 | | if (ExpressionGroundTransitionCondition(animationState: animation[bb.expressionTriggerId])) |
| | 340 | | { |
| | 341 | | currentState = State_Ground; |
| | 342 | | exitTransitionStarted = true; |
| | 343 | | } |
| | 344 | |
|
| | 345 | | if (exitTransitionStarted) |
| | 346 | | StopEmoteInternal(false); |
| | 347 | | else if (prevAnimation != AvatarAnimation.EMOTE) // this condition makes Blend be called only in first frame of |
| | 348 | | { |
| | 349 | | animation.wrapMode = bb.shouldLoop ? WrapMode.Loop : WrapMode.Once; |
| | 350 | | animation.Blend(bb.expressionTriggerId, 1, EXPRESSION_ENTER_TRANSITION_TIME); |
| | 351 | | } |
| | 352 | |
|
| | 353 | | // If we reach the emote loop, we send the RPC message again to refresh new users |
| | 354 | | if (bb.shouldLoop && isOwnPlayer) |
| | 355 | | { |
| | 356 | | int emoteLoop = GetCurrentEmoteLoopCount(); |
| | 357 | |
|
| | 358 | | if (emoteLoop != lastEmoteLoopCount) { UserProfile.GetOwnUserProfile().SetAvatarExpression(bb.expressionTrig |
| | 359 | |
|
| | 360 | | lastEmoteLoopCount = emoteLoop; |
| | 361 | | } |
| | 362 | |
|
| | 363 | | return; |
| | 364 | |
|
| | 365 | | bool ExpressionGroundTransitionCondition(AnimationState animationState) |
| | 366 | | { |
| | 367 | | float timeTillEnd = animationState == null ? 0 : animationState.length - animationState.time; |
| | 368 | | bool isAnimationOver = timeTillEnd < EXPRESSION_EXIT_TRANSITION_TIME && !bb.shouldLoop; |
| | 369 | | bool isMoving = isOwnPlayer && DCLCharacterController.i.isMovingByUserInput; //Math.Abs(bb.movementSpeed) > |
| | 370 | |
|
| | 371 | | bool expressionGroundTransitionCondition = isAnimationOver || isMoving; |
| | 372 | | return expressionGroundTransitionCondition; |
| | 373 | | } |
| | 374 | | } |
| | 375 | |
|
| | 376 | | private int GetCurrentEmoteLoopCount() |
| | 377 | | { |
| | 378 | | // Some scenes might use animations with 0 length as loop poses (not ideal) |
| | 379 | | if (Mathf.Approximately(currentEmote.length, 0)) |
| | 380 | | { |
| | 381 | | if (Time.time - lastZeroPoseTime > ZERO_POSE_LOOP_TIME_SECONDS) |
| | 382 | | { |
| | 383 | | zeroPoseLoop++; |
| | 384 | | lastZeroPoseTime = Time.time; |
| | 385 | | return zeroPoseLoop; |
| | 386 | | } |
| | 387 | | } |
| | 388 | |
|
| | 389 | | return Mathf.RoundToInt(currentEmote.time / currentEmote.length); |
| | 390 | | } |
| | 391 | |
|
| | 392 | | public void StopEmote(bool immediate) |
| | 393 | | { |
| | 394 | | StopEmoteInternal(immediate); |
| | 395 | | } |
| | 396 | |
|
| | 397 | | private void StopEmoteInternal(bool immediate) |
| | 398 | | { |
| | 399 | | if (animation == null) return; |
| | 400 | |
|
| | 401 | | if (!string.IsNullOrEmpty(blackboard.expressionTriggerId)) |
| | 402 | | animation.Blend(blackboard.expressionTriggerId, 0, !immediate ? EXPRESSION_EXIT_TRANSITION_TIME : 0); |
| | 403 | |
|
| | 404 | | // Instantly replicate our emote status and position |
| | 405 | | if (isOwnPlayer && !string.IsNullOrEmpty(blackboard.expressionTriggerId)) |
| | 406 | | { |
| | 407 | | DCLCharacterController.i.ReportMovement(); |
| | 408 | | UserProfile.GetOwnUserProfile().SetAvatarExpression("", UserProfile.EmoteSource.EmoteCancel, true); |
| | 409 | | } |
| | 410 | |
|
| | 411 | | blackboard.expressionTriggerId = null; |
| | 412 | | blackboard.shouldLoop = false; |
| | 413 | | lastExtendedEmoteData?.Stop(); |
| | 414 | |
|
| | 415 | | if (!immediate) OnUpdateWithDeltaTime(blackboard.deltaTime); |
| | 416 | | } |
| | 417 | |
|
| | 418 | | private void StartEmote(string emoteId, bool spatial, bool occlude) |
| | 419 | | { |
| | 420 | | if (!string.IsNullOrEmpty(emoteId)) |
| | 421 | | { |
| | 422 | | lastExtendedEmoteData?.Stop(); |
| | 423 | |
|
| | 424 | | if (emoteClipDataMap.TryGetValue(emoteId, out var emoteClipData)) |
| | 425 | | { |
| | 426 | | lastExtendedEmoteData = emoteClipData; |
| | 427 | |
|
| | 428 | | emoteClipData.Play(gameObject.layer, spatial, occlude); |
| | 429 | | } |
| | 430 | | } |
| | 431 | | else { lastExtendedEmoteData?.Stop(); } |
| | 432 | | } |
| | 433 | |
|
| | 434 | | public void Reset() |
| | 435 | | { |
| | 436 | | if (animation == null) |
| | 437 | | return; |
| | 438 | |
|
| | 439 | | //It will set the animation to the first frame, but due to the nature of the script and its Update. It wont stop |
| | 440 | | animation.Stop(); |
| | 441 | | } |
| | 442 | |
|
| | 443 | | public void SetIdleFrame() |
| | 444 | | { |
| | 445 | | animation.Play(currentLocomotions.idle.name); |
| | 446 | | } |
| | 447 | |
|
| | 448 | | public void PlayEmote(string emoteId, long timestamps, bool spatial, bool occlude, |
| | 449 | | bool forcePlay) |
| | 450 | | { |
| | 451 | | if (animation == null) |
| | 452 | | return; |
| | 453 | |
|
| | 454 | | if (string.IsNullOrEmpty(emoteId)) |
| | 455 | | return; |
| | 456 | |
|
| | 457 | | if (animation.GetClip(emoteId) == null) |
| | 458 | | return; |
| | 459 | |
|
| | 460 | | bool loop = emoteClipDataMap.TryGetValue(emoteId, out var clipData) && clipData.Loop; |
| | 461 | | bool mustTriggerAnimation = !string.IsNullOrEmpty(emoteId) && (blackboard.expressionTriggerTimestamp != timestam |
| | 462 | |
|
| | 463 | | bool isTheSameLoopingEmote = loop && blackboard.expressionTriggerId == emoteId; |
| | 464 | |
|
| | 465 | | // Triggering an emote manually updates the timestamp, the looping emote by itself sends a timestamp of -1 |
| | 466 | | // so if we are already using an emote that looped and we receive the play emote command with that timestamp, we |
| | 467 | | if (isTheSameLoopingEmote && timestamps < 0) |
| | 468 | | return; |
| | 469 | |
|
| | 470 | | blackboard.expressionTriggerId = emoteId; |
| | 471 | | blackboard.expressionTriggerTimestamp = timestamps; |
| | 472 | |
|
| | 473 | | if (mustTriggerAnimation || loop) |
| | 474 | | { |
| | 475 | | StartEmote(emoteId, spatial, occlude); |
| | 476 | |
|
| | 477 | | if (!string.IsNullOrEmpty(emoteId)) |
| | 478 | | { |
| | 479 | | animation.Stop(emoteId); |
| | 480 | | latestAnimationState = AvatarAnimation.IDLE; |
| | 481 | | } |
| | 482 | |
|
| | 483 | | blackboard.shouldLoop = loop; |
| | 484 | |
|
| | 485 | | CrossFadeTo(AvatarAnimation.EMOTE, emoteId, EXPRESSION_EXIT_TRANSITION_TIME, PlayMode.StopAll); |
| | 486 | |
|
| | 487 | | currentEmote = animation[emoteId]; |
| | 488 | | lastEmoteLoopCount = GetCurrentEmoteLoopCount(); |
| | 489 | | currentState = State_Expression; |
| | 490 | | } |
| | 491 | | } |
| | 492 | |
|
| | 493 | | public void EquipBaseClip(AnimationClip clip) |
| | 494 | | { |
| | 495 | | var clipId = clip.name; |
| | 496 | |
|
| | 497 | | if (animation == null) |
| | 498 | | return; |
| | 499 | |
|
| | 500 | | if (animation.GetClip(clipId) != null) |
| | 501 | | animation.RemoveClip(clipId); |
| | 502 | |
|
| | 503 | | animation.AddClip(clip, clipId); |
| | 504 | | } |
| | 505 | |
|
| | 506 | | public void EquipEmote(string emoteId, EmoteClipData emoteClipData) |
| | 507 | | { |
| | 508 | | if (animation == null) |
| | 509 | | return; |
| | 510 | |
|
| | 511 | | if (animation.GetClip(emoteId) != null) |
| | 512 | | animation.RemoveClip(emoteId); |
| | 513 | |
|
| | 514 | | emoteClipDataMap[emoteId] = emoteClipData; |
| | 515 | |
|
| | 516 | | animation.AddClip(emoteClipData.AvatarClip, emoteId); |
| | 517 | |
|
| | 518 | | if (emoteClipData.ExtraContent != null) |
| | 519 | | { |
| | 520 | | emoteClipData.ExtraContent.transform.SetParent(animation.transform.parent, false); |
| | 521 | | emoteClipData.ExtraContent.transform.ResetLocalTRS(); |
| | 522 | | emoteClipData.ExtraContent.transform.localPosition = animation.transform.localPosition; |
| | 523 | | } |
| | 524 | | } |
| | 525 | |
|
| | 526 | | public void UnequipEmote(string emoteId) |
| | 527 | | { |
| | 528 | | if (animation == null) |
| | 529 | | return; |
| | 530 | |
|
| | 531 | | if (animation.GetClip(emoteId) == null) |
| | 532 | | return; |
| | 533 | |
|
| | 534 | | animation.RemoveClip(emoteId); |
| | 535 | |
|
| | 536 | | if (emoteClipDataMap.TryGetValue(emoteId, out var emoteClipData)) |
| | 537 | | { |
| | 538 | | if (emoteClipData.ExtraContent != null) |
| | 539 | | emoteClipData.ExtraContent.transform.SetParent(null, false); |
| | 540 | | } |
| | 541 | | } |
| | 542 | |
|
| | 543 | | public string GetCurrentEmoteId() => |
| | 544 | | blackboard.expressionTriggerId; |
| | 545 | |
|
| | 546 | | private void InitializeAvatarAudioAndParticleHandlers(Animation createdAnimation) |
| | 547 | | { |
| | 548 | | //NOTE(Mordi): Adds handler for animation events, and passes in the audioContainer for the avatar |
| | 549 | | AvatarAnimationEventHandler animationEventHandler = createdAnimation.gameObject.GetOrCreateComponent<AvatarAnima |
| | 550 | | AudioContainer audioContainer = transform.GetComponentInChildren<AudioContainer>(); |
| | 551 | |
|
| | 552 | | if (audioContainer != null) |
| | 553 | | { |
| | 554 | | animationEventHandler.Init(audioContainer, LayerMask.NameToLayer(renderingLayer)); |
| | 555 | |
|
| | 556 | | //NOTE(Mordi): If this is a remote avatar, pass the animation component so we can keep track of whether it i |
| | 557 | | AvatarAudioHandlerRemote audioHandlerRemote = audioContainer.GetComponent<AvatarAudioHandlerRemote>(); |
| | 558 | |
|
| | 559 | | if (audioHandlerRemote != null) { audioHandlerRemote.Init(createdAnimation.gameObject); } |
| | 560 | | } |
| | 561 | |
|
| | 562 | | animEventHandler = animationEventHandler; |
| | 563 | | } |
| | 564 | |
|
| | 565 | | private void OnEnable() |
| | 566 | | { |
| | 567 | | if (animation == null) |
| | 568 | | return; |
| | 569 | |
|
| | 570 | | animation.enabled = true; |
| | 571 | | SetIdleFrame(); |
| | 572 | | } |
| | 573 | |
|
| | 574 | | private void OnDisable() |
| | 575 | | { |
| | 576 | | if (animation == null) |
| | 577 | | return; |
| | 578 | |
|
| | 579 | | StopEmoteInternal(true); |
| | 580 | | CrossFadeTo(AvatarAnimation.IDLE, idleAnimationName, 0); |
| | 581 | | currentState = State_Ground; |
| | 582 | |
|
| | 583 | | AsyncAnimationStop().Forget(); |
| | 584 | | } |
| | 585 | |
|
| | 586 | | private async UniTaskVoid AsyncAnimationStop() |
| | 587 | | { |
| | 588 | | await UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate); |
| | 589 | |
|
| | 590 | | if (animation == null) |
| | 591 | | return; |
| | 592 | |
|
| | 593 | | animation.Stop(); |
| | 594 | | animation.enabled = false; |
| | 595 | | } |
| | 596 | |
|
| | 597 | | private void OnDestroy() |
| | 598 | | { |
| | 599 | | if (animEventHandler != null) |
| | 600 | | Destroy(animEventHandler); |
| | 601 | | } |
| | 602 | | } |