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572 lines
20 KiB
572 lines
20 KiB
// ----------------------------------------------------------------------------
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// <copyright file="PhotonAnimatorView.cs" company="Exit Games GmbH">
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// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
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// </copyright>
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// <summary>
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// Component to synchronize Mecanim animations via PUN.
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// </summary>
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// <author>developer@exitgames.com</author>
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// ----------------------------------------------------------------------------
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namespace Photon.Pun
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{
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// This class helps you to synchronize Mecanim animations
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/// Simply add the component to your GameObject and make sure that
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/// the PhotonAnimatorView is added to the list of observed components
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/// </summary>
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/// <remarks>
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/// When Using Trigger Parameters, make sure the component that sets the trigger is higher in the stack of Components on the GameObject than 'PhotonAnimatorView'
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/// Triggers are raised true during one frame only.
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/// </remarks>
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[AddComponentMenu("Photon Networking/Photon Animator View")]
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public class PhotonAnimatorView : MonoBehaviourPun, IPunObservable
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{
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#region Enums
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public enum ParameterType
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{
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Float = 1,
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Int = 3,
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Bool = 4,
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Trigger = 9,
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}
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public enum SynchronizeType
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{
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Disabled = 0,
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Discrete = 1,
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Continuous = 2,
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}
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[System.Serializable]
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public class SynchronizedParameter
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{
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public ParameterType Type;
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public SynchronizeType SynchronizeType;
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public string Name;
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}
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[System.Serializable]
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public class SynchronizedLayer
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{
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public SynchronizeType SynchronizeType;
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public int LayerIndex;
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}
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#endregion
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#region Properties
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#if PHOTON_DEVELOP
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public PhotonAnimatorView ReceivingSender;
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#endif
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#endregion
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#region Members
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private bool TriggerUsageWarningDone;
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private Animator m_Animator;
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private PhotonStreamQueue m_StreamQueue = new PhotonStreamQueue(120);
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//These fields are only used in the CustomEditor for this script and would trigger a
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//"this variable is never used" warning, which I am suppressing here
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#pragma warning disable 0414
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[HideInInspector]
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[SerializeField]
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private bool ShowLayerWeightsInspector = true;
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[HideInInspector]
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[SerializeField]
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private bool ShowParameterInspector = true;
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#pragma warning restore 0414
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[HideInInspector]
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[SerializeField]
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private List<SynchronizedParameter> m_SynchronizeParameters = new List<SynchronizedParameter>();
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[HideInInspector]
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[SerializeField]
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private List<SynchronizedLayer> m_SynchronizeLayers = new List<SynchronizedLayer>();
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private Vector3 m_ReceiverPosition;
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private float m_LastDeserializeTime;
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private bool m_WasSynchronizeTypeChanged = true;
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/// <summary>
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/// Cached raised triggers that are set to be synchronized in discrete mode. since a Trigger only stay up for less than a frame,
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/// We need to cache it until the next discrete serialization call.
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/// </summary>
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List<string> m_raisedDiscreteTriggersCache = new List<string>();
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#endregion
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#region Unity
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private void Awake()
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{
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this.m_Animator = GetComponent<Animator>();
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}
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private void Update()
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{
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if (this.m_Animator.applyRootMotion && this.photonView.IsMine == false && PhotonNetwork.IsConnected == true)
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{
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this.m_Animator.applyRootMotion = false;
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}
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if (PhotonNetwork.InRoom == false || PhotonNetwork.CurrentRoom.PlayerCount <= 1)
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{
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this.m_StreamQueue.Reset();
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return;
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}
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if (this.photonView.IsMine == true)
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{
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this.SerializeDataContinuously();
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this.CacheDiscreteTriggers();
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}
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else
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{
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this.DeserializeDataContinuously();
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}
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}
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#endregion
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#region Setup Synchronizing Methods
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/// <summary>
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/// Caches the discrete triggers values for keeping track of raised triggers, and will be reseted after the sync routine got performed
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/// </summary>
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public void CacheDiscreteTriggers()
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{
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for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
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{
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SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
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if (parameter.SynchronizeType == SynchronizeType.Discrete && parameter.Type == ParameterType.Trigger && this.m_Animator.GetBool(parameter.Name))
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{
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if (parameter.Type == ParameterType.Trigger)
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{
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this.m_raisedDiscreteTriggersCache.Add(parameter.Name);
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break;
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}
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}
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}
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}
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/// <summary>
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/// Check if a specific layer is configured to be synchronize
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/// </summary>
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/// <param name="layerIndex">Index of the layer.</param>
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/// <returns>True if the layer is synchronized</returns>
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public bool DoesLayerSynchronizeTypeExist(int layerIndex)
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{
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return this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex) != -1;
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}
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/// <summary>
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/// Check if the specified parameter is configured to be synchronized
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/// </summary>
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/// <param name="name">The name of the parameter.</param>
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/// <returns>True if the parameter is synchronized</returns>
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public bool DoesParameterSynchronizeTypeExist(string name)
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{
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return this.m_SynchronizeParameters.FindIndex(item => item.Name == name) != -1;
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}
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/// <summary>
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/// Get a list of all synchronized layers
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/// </summary>
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/// <returns>List of SynchronizedLayer objects</returns>
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public List<SynchronizedLayer> GetSynchronizedLayers()
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{
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return this.m_SynchronizeLayers;
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}
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/// <summary>
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/// Get a list of all synchronized parameters
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/// </summary>
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/// <returns>List of SynchronizedParameter objects</returns>
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public List<SynchronizedParameter> GetSynchronizedParameters()
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{
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return this.m_SynchronizeParameters;
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}
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/// <summary>
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/// Gets the type how the layer is synchronized
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/// </summary>
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/// <param name="layerIndex">Index of the layer.</param>
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/// <returns>Disabled/Discrete/Continuous</returns>
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public SynchronizeType GetLayerSynchronizeType(int layerIndex)
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{
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int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
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if (index == -1)
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{
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return SynchronizeType.Disabled;
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}
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return this.m_SynchronizeLayers[index].SynchronizeType;
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}
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/// <summary>
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/// Gets the type how the parameter is synchronized
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/// </summary>
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/// <param name="name">The name of the parameter.</param>
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/// <returns>Disabled/Discrete/Continuous</returns>
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public SynchronizeType GetParameterSynchronizeType(string name)
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{
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int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
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if (index == -1)
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{
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return SynchronizeType.Disabled;
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}
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return this.m_SynchronizeParameters[index].SynchronizeType;
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}
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/// <summary>
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/// Sets the how a layer should be synchronized
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/// </summary>
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/// <param name="layerIndex">Index of the layer.</param>
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/// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
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public void SetLayerSynchronized(int layerIndex, SynchronizeType synchronizeType)
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{
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if (Application.isPlaying == true)
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{
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this.m_WasSynchronizeTypeChanged = true;
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}
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int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
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if (index == -1)
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{
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this.m_SynchronizeLayers.Add(new SynchronizedLayer {LayerIndex = layerIndex, SynchronizeType = synchronizeType});
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}
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else
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{
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this.m_SynchronizeLayers[index].SynchronizeType = synchronizeType;
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}
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}
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/// <summary>
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/// Sets the how a parameter should be synchronized
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/// </summary>
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/// <param name="name">The name of the parameter.</param>
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/// <param name="type">The type of the parameter.</param>
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/// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
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public void SetParameterSynchronized(string name, ParameterType type, SynchronizeType synchronizeType)
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{
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if (Application.isPlaying == true)
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{
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this.m_WasSynchronizeTypeChanged = true;
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}
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int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
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if (index == -1)
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{
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this.m_SynchronizeParameters.Add(new SynchronizedParameter {Name = name, Type = type, SynchronizeType = synchronizeType});
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}
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else
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{
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this.m_SynchronizeParameters[index].SynchronizeType = synchronizeType;
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}
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}
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#endregion
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#region Serialization
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private void SerializeDataContinuously()
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{
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if (this.m_Animator == null)
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{
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return;
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}
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for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
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{
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if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
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{
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this.m_StreamQueue.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
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}
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}
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for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
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{
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SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
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if (parameter.SynchronizeType == SynchronizeType.Continuous)
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{
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switch (parameter.Type)
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{
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case ParameterType.Bool:
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this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
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break;
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case ParameterType.Float:
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this.m_StreamQueue.SendNext(this.m_Animator.GetFloat(parameter.Name));
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break;
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case ParameterType.Int:
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this.m_StreamQueue.SendNext(this.m_Animator.GetInteger(parameter.Name));
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break;
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case ParameterType.Trigger:
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if (!TriggerUsageWarningDone)
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{
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TriggerUsageWarningDone = true;
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Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
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"If you still experience issues, implement triggers as a regular RPC \n" +
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"or in custom IPunObservable component instead",this);
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}
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this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
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break;
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}
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}
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}
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}
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private void DeserializeDataContinuously()
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{
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if (this.m_StreamQueue.HasQueuedObjects() == false)
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{
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return;
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}
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for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
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{
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if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
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{
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this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) this.m_StreamQueue.ReceiveNext());
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}
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}
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for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
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{
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SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
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if (parameter.SynchronizeType == SynchronizeType.Continuous)
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{
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switch (parameter.Type)
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{
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case ParameterType.Bool:
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this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
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break;
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case ParameterType.Float:
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this.m_Animator.SetFloat(parameter.Name, (float) this.m_StreamQueue.ReceiveNext());
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break;
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case ParameterType.Int:
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this.m_Animator.SetInteger(parameter.Name, (int) this.m_StreamQueue.ReceiveNext());
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break;
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case ParameterType.Trigger:
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this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
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break;
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}
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}
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}
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}
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private void SerializeDataDiscretly(PhotonStream stream)
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{
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for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
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{
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if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
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{
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stream.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
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}
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}
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for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
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{
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SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
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if (parameter.SynchronizeType == SynchronizeType.Discrete)
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{
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switch (parameter.Type)
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{
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case ParameterType.Bool:
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stream.SendNext(this.m_Animator.GetBool(parameter.Name));
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break;
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case ParameterType.Float:
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stream.SendNext(this.m_Animator.GetFloat(parameter.Name));
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break;
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case ParameterType.Int:
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stream.SendNext(this.m_Animator.GetInteger(parameter.Name));
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break;
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case ParameterType.Trigger:
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if (!TriggerUsageWarningDone)
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{
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TriggerUsageWarningDone = true;
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Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
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"If you still experience issues, implement triggers as a regular RPC \n" +
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"or in custom IPunObservable component instead",this);
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}
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// here we can't rely on the current real state of the trigger, we might have missed its raise
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stream.SendNext(this.m_raisedDiscreteTriggersCache.Contains(parameter.Name));
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break;
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}
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}
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}
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// reset the cache, we've synchronized.
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this.m_raisedDiscreteTriggersCache.Clear();
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}
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private void DeserializeDataDiscretly(PhotonStream stream)
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{
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for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
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{
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if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
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{
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this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) stream.ReceiveNext());
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}
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}
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for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
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{
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SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
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if (parameter.SynchronizeType == SynchronizeType.Discrete)
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{
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switch (parameter.Type)
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{
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case ParameterType.Bool:
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if (stream.PeekNext() is bool == false)
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{
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return;
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}
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this.m_Animator.SetBool(parameter.Name, (bool) stream.ReceiveNext());
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break;
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case ParameterType.Float:
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if (stream.PeekNext() is float == false)
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{
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return;
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}
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this.m_Animator.SetFloat(parameter.Name, (float) stream.ReceiveNext());
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break;
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case ParameterType.Int:
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if (stream.PeekNext() is int == false)
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{
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return;
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}
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this.m_Animator.SetInteger(parameter.Name, (int) stream.ReceiveNext());
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break;
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case ParameterType.Trigger:
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if (stream.PeekNext() is bool == false)
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{
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return;
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}
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if ((bool) stream.ReceiveNext())
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{
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this.m_Animator.SetTrigger(parameter.Name);
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}
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break;
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}
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}
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}
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}
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private void SerializeSynchronizationTypeState(PhotonStream stream)
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{
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byte[] states = new byte[this.m_SynchronizeLayers.Count + this.m_SynchronizeParameters.Count];
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for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
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{
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states[i] = (byte) this.m_SynchronizeLayers[i].SynchronizeType;
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}
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for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
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{
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states[this.m_SynchronizeLayers.Count + i] = (byte) this.m_SynchronizeParameters[i].SynchronizeType;
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}
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stream.SendNext(states);
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}
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private void DeserializeSynchronizationTypeState(PhotonStream stream)
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{
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byte[] state = (byte[]) stream.ReceiveNext();
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for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
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{
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this.m_SynchronizeLayers[i].SynchronizeType = (SynchronizeType) state[i];
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}
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for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
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{
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this.m_SynchronizeParameters[i].SynchronizeType = (SynchronizeType) state[this.m_SynchronizeLayers.Count + i];
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}
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}
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public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
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{
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if (this.m_Animator == null)
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{
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return;
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}
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if (stream.IsWriting == true)
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{
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if (this.m_WasSynchronizeTypeChanged == true)
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{
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this.m_StreamQueue.Reset();
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this.SerializeSynchronizationTypeState(stream);
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this.m_WasSynchronizeTypeChanged = false;
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}
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this.m_StreamQueue.Serialize(stream);
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this.SerializeDataDiscretly(stream);
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}
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else
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{
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#if PHOTON_DEVELOP
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if( ReceivingSender != null )
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{
|
|
ReceivingSender.OnPhotonSerializeView( stream, info );
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (stream.PeekNext() is byte[])
|
|
{
|
|
this.DeserializeSynchronizationTypeState(stream);
|
|
}
|
|
|
|
this.m_StreamQueue.Deserialize(stream);
|
|
this.DeserializeDataDiscretly(stream);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |