Add crossfade pose transitions and eased ceiling Y-offset

Replace the hard pose snap with a 2-input AnimationMixerPlayable crossfade:
the running pose moves to input 0 (keeping its play time), the new pose to
input 1, weight ramps over poseBlendDuration (smoothstep). Per-frame rest
reset stays, so empty/partial clips still resolve to rest during and after
the blend. Ceiling Y-offset now eases via MoveTowards (ceilingOffsetSpeed)
on enter/exit/pose-change instead of snapping.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-26 08:47:37 +02:00
1 parent c41fb398e4
commit def10541ab
1 file changed
+135 -33
+135 -33
View File
@@ -13,12 +13,13 @@ using UnityEngine.InputSystem;
/// immediately instead of only once the player comes to a stop. One key cycles to the next pose
/// (wrapping), and sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default pose.
///
/// The pose clip is played through a tiny <see cref="PlayableGraph"/> (an
/// <see cref="AnimationClipPlayable"/> on an <see cref="AnimationPlayableOutput"/>) that overrides
/// The pose clip is played through a tiny <see cref="PlayableGraph"/> (a two-input
/// <see cref="AnimationMixerPlayable"/> on an <see cref="AnimationPlayableOutput"/>) that overrides
/// the Animator Controller's run/idle animation for as long as a pose is selected (it only hands the
/// rig back when the list is empty / the clip is null). The per-pose ceiling y-offset is routed
/// through the controller (the single writer of the model-offset transform) so it composes with the
/// wall-lean instead of fighting it.
/// rig back when the list is empty / the clip is null). Switching pose crossfades the outgoing and
/// incoming clips over <see cref="poseBlendDuration"/> instead of snapping. The per-pose ceiling
/// y-offset is eased toward its target and routed through the controller (the single writer of the
/// model-offset transform) so it composes with the wall-lean instead of fighting it.
/// </summary>
[RequireComponent(typeof(PlayerCharacterController))]
[DisallowMultipleComponent]
@@ -44,18 +45,36 @@ public partial class PlayerPoseController : MonoBehaviour
[SerializeField] private KeyCode cycleKey = KeyCode.C;
#endif
[Header("Transitions")]
[Tooltip("Seconds to crossfade from the previous pose to a newly selected one. 0 = instant snap.")]
[Min(0f)]
[SerializeField] private float poseBlendDuration = 0.2f;
[Tooltip("Approach speed (local units/sec) for easing the ceiling y-offset toward its target. 0 = instant.")]
[Min(0f)]
[SerializeField] private float ceilingOffsetSpeed = 4f;
private PlayerCharacterController _player;
private Animator _animator;
private string _graphName; // cached so building the graph allocates no string from the Update path
private int _currentIndex;
// Playables: a held clip that overrides the Animator Controller while idle.
// Playables: a 2-input AnimationMixerPlayable that overrides the Animator Controller. Input 1 holds
// the current ("to") pose; input 0 holds the outgoing ("from") pose during a crossfade and is empty
// once the blend completes. Blending both inputs over a per-frame rest baseline (see below) makes
// poses interpolate instead of snapping; an empty/partial "to" clip still resolves to rest.
private PlayableGraph _graph;
private AnimationPlayableOutput _output;
private AnimationClipPlayable _clipPlayable;
private AnimationClip _activeClip;
private AnimationMixerPlayable _mixer;
private AnimationClipPlayable _fromPlayable;
private AnimationClipPlayable _toPlayable;
private AnimationClip _toClip; // the clip currently targeted (held on input 1)
private bool _posePlaying;
private float _blend; // 0..1 weight of the "to" input; 1 = fully on the target pose
private bool _blending;
private float _ceilingOffset; // eased local-up offset currently fed to the controller
// Rest pose snapshot of the whole Animator subtree, taken in Awake before the Animator first
// evaluates. An AnimationClipPlayable only writes the bones its curves cover, so a clip that
@@ -105,10 +124,14 @@ public partial class PlayerPoseController : MonoBehaviour
// the bound-graph state (both only change here).
_player.AnimatorOverridden = _posePlaying;
// Ceiling y-offset: only while stuck to the ceiling, routed through the controller so it
// shares the wall-lean's single write of the model transform.
float ceilingOffset = (pose && _player.IsOnCeiling) ? pose.CeilingYOffset : 0f;
_player.SetPoseLocalYOffset(ceilingOffset);
// Ceiling y-offset: only while stuck to the ceiling. Ease toward the target instead of
// snapping, so entering and leaving the ceiling (and switching ceiling poses) glides. Routed
// through the controller so it shares the wall-lean's single write of the model transform.
float ceilingTarget = (pose && _player.IsOnCeiling) ? pose.CeilingYOffset : 0f;
_ceilingOffset = ceilingOffsetSpeed > 0f
? Mathf.MoveTowards(_ceilingOffset, ceilingTarget, ceilingOffsetSpeed * Time.deltaTime)
: ceilingTarget;
_player.SetPoseLocalYOffset(_ceilingOffset);
}
void OnDisable()
@@ -116,6 +139,7 @@ public partial class PlayerPoseController : MonoBehaviour
// Hand the rig back to the Animator Controller and never leak a graph; rebuilt lazily on the
// next idle frame. Also clear any ceiling offset we were holding.
ReleasePose();
_ceilingOffset = 0f;
if (_player)
{
_player.SetPoseLocalYOffset(0f);
@@ -156,9 +180,11 @@ public partial class PlayerPoseController : MonoBehaviour
}
/// <summary>
/// Plays and holds the given clip through the Playables graph, overriding the Animator
/// Controller. No-op while the same clip is already held, so idle re-apply never restarts it.
/// A null clip (or no animator) releases back to the controller.
/// Plays and holds the given clip, overriding the Animator Controller. Switching to a different
/// clip crossfades from the current pose over <see cref="poseBlendDuration"/> (the first pose, or a
/// zero duration, appears instantly). Called every frame: it starts a transition on a clip change,
/// advances any in-flight blend, and re-snaps un-keyed bones to rest before the graph evaluates. A
/// null clip (or no animator) releases back to the controller.
/// </summary>
private void PlayPose(AnimationClip clip)
{
@@ -167,32 +193,104 @@ public partial class PlayerPoseController : MonoBehaviour
ReleasePose();
return;
}
if (_posePlaying && _activeClip == clip)
return;
if (!_graph.IsValid())
{
_graph = PlayableGraph.Create(_graphName);
_graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
_output = AnimationPlayableOutput.Create(_graph, "Pose", _animator);
}
if (_clipPlayable.IsValid())
_graph.DestroyPlayable(_clipPlayable);
EnsureGraph();
// Snap un-keyed bones to rest first, so a partial or empty clip (e.g. the T-pose) defines the
// whole body instead of inheriting the previous animation's pose. The clip then overrides the
// bones it does key when the graph evaluates later this frame.
if (!(_posePlaying && _toClip == clip))
BeginTransition(clip);
AdvanceBlend(Time.deltaTime);
// Snap un-keyed bones to rest every frame, so each mixer input blends relative to rest: a
// partial or empty clip (e.g. the T-pose) defines the whole body, and a crossfade interpolates
// both poses against the same baseline. The graph overrides the keyed bones, weighted, when it
// evaluates later this frame.
ResetToRestPose();
_clipPlayable = AnimationClipPlayable.Create(_graph, clip);
_output.SetSourcePlayable(_clipPlayable);
if (!_graph.IsPlaying())
_graph.Play();
_activeClip = clip;
_posePlaying = true;
}
/// <summary>Builds the graph (a 2-input mixer feeding the Animator output) lazily if it isn't alive yet.</summary>
private void EnsureGraph()
{
if (_graph.IsValid())
return;
_graph = PlayableGraph.Create(_graphName);
_graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
_mixer = AnimationMixerPlayable.Create(_graph, 2);
_output = AnimationPlayableOutput.Create(_graph, "Pose", _animator);
_output.SetSourcePlayable(_mixer);
}
/// <summary>
/// Starts a crossfade to <paramref name="clip"/>: the in-flight target becomes the outgoing pose on
/// input 0 (carrying its playback time), the new clip goes on input 1, and the blend ramps up from
/// 0. The first pose (or a zero duration) snaps in at full weight with no fade-from-nothing.
/// </summary>
private void BeginTransition(AnimationClip clip)
{
bool hadPose = _posePlaying && _toPlayable.IsValid();
// Drop the previous outgoing pose (already faded out, or none) before reusing input 0.
if (_fromPlayable.IsValid())
{
_mixer.DisconnectInput(0);
_graph.DestroyPlayable(_fromPlayable);
_fromPlayable = default;
}
if (hadPose)
{
// Move the current target from input 1 to input 0 so it becomes the outgoing pose without a
// recreate (its animation time carries over, no jump).
_mixer.DisconnectInput(1);
_fromPlayable = _toPlayable;
_mixer.ConnectInput(0, _fromPlayable, 0);
}
_toPlayable = AnimationClipPlayable.Create(_graph, clip);
_mixer.ConnectInput(1, _toPlayable, 0);
_toClip = clip;
_blend = (hadPose && poseBlendDuration > 0f) ? 0f : 1f;
_blending = _blend < 1f;
ApplyBlendWeights();
}
/// <summary>Advances an in-flight crossfade and drops the outgoing pose once it has fully faded.</summary>
private void AdvanceBlend(float dt)
{
if (!_blending)
return;
_blend = poseBlendDuration > 0f ? Mathf.MoveTowards(_blend, 1f, dt / poseBlendDuration) : 1f;
if (_blend >= 1f)
{
_blend = 1f;
_blending = false;
if (_fromPlayable.IsValid())
{
_mixer.DisconnectInput(0);
_graph.DestroyPlayable(_fromPlayable);
_fromPlayable = default;
}
}
ApplyBlendWeights();
}
/// <summary>Pushes the current blend onto the mixer inputs (smoothstepped while a "from" pose exists).</summary>
private void ApplyBlendWeights()
{
if (!_mixer.IsValid())
return;
bool hasFrom = _fromPlayable.IsValid();
float w = hasFrom ? Mathf.SmoothStep(0f, 1f, _blend) : 1f;
_mixer.SetInputWeight(0, hasFrom ? 1f - w : 0f);
_mixer.SetInputWeight(1, _toPlayable.IsValid() ? w : 0f);
}
/// <summary>
/// Snapshots every transform a pose clip can address (the Animator's whole subtree) in its
/// authored rest pose. Taken in Awake before the Animator first evaluates, so it captures the rig
@@ -239,8 +337,12 @@ public partial class PlayerPoseController : MonoBehaviour
_graph.Destroy();
_graph = default;
_output = default;
_clipPlayable = default;
_activeClip = null;
_mixer = default;
_fromPlayable = default;
_toPlayable = default;
_toClip = null;
_blend = 0f;
_blending = false;
_posePlaying = false;
}
}