using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif /// /// Sits next to the and holds a list of s /// plus the active index. The active pose is held continuously — while idle, walking, and sprinting /// alike — so cycling to the next pose, or the sprint reset to the default pose, shows up /// 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 (a two-input /// on an ) 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). Switching pose crossfades the outgoing and /// incoming clips over 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. /// [RequireComponent(typeof(PlayerCharacterController))] [DisallowMultipleComponent] // Run after PlayerCharacterController (default order 0) so the ceiling / sprint state polled below is // this frame's, and the ceiling offset resolves without a one-frame seam. [DefaultExecutionOrder(100)] public partial class PlayerPoseController : MonoBehaviour { [Header("Poses")] [Tooltip("Selectable poses. Index 0 is the default pose that sprinting resets to.")] [SerializeField] private List poses = new(); [Tooltip("Index the selection resets to while sprinting in any state (the default/standard pose).")] [Min(0)] [SerializeField] private int defaultPoseIndex = 0; [Header("Input")] #if ENABLE_INPUT_SYSTEM [Tooltip("Key that cycles to the next pose (wraps at the end of the list).")] [SerializeField] private Key cycleKey = Key.C; #else [Tooltip("Key that cycles to the next pose (wraps at the end of the list).")] [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 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 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 // doesn't key a bone (an empty clip like the T-pose, or a partial one) would otherwise leave that // bone frozen on the previous animation. Restoring this before each pose start makes every pose // define the full body. meshOffsetTarget is an ancestor of the Animator, so it is never in this // set and the controller's lean/ceiling offset stays untouched. private Transform[] _restBones; private Vector3[] _restPos; private Quaternion[] _restRot; private Vector3[] _restScale; /// Index of the currently selected pose. public int CurrentIndex => _currentIndex; void Awake() { _player = GetComponent(); _animator = _player ? _player.animator : null; _graphName = $"{name}-Pose"; if (_animator) CaptureRestPose(); else Debug.LogWarning("[PlayerPoseController] No Animator on the PlayerCharacterController; poses cannot play.", this); } void Update() { if (CycleKeyPressed()) NextPose(); // Sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default // pose. Held continuously below, so the reset shows up immediately, not only once back on the floor. if (_player.IsSprinting) _currentIndex = WrapIndex(defaultPoseIndex); PlayerPose pose = ActivePose(); // Hold the pose continuously — idle, walking, and sprinting alike — so a selection change // (cycling, or the sprint reset to the default pose above) shows immediately instead of only // once the player stops. PlayPose hands the rig back to the controller only when there is no // clip to play (empty list / null clip). PlayPose(pose ? pose.Clip : null); // Tell the controller the pose graph owns the Animator output so it stops poking the run-bool // (moot while overridden, and it would warn every frame). Read next frame, when this matches // the bound-graph state (both only change here). _player.AnimatorOverridden = _posePlaying; // 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() { // 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); _player.AnimatorOverridden = false; } } /// Advances to the next pose, wrapping at the end of the list. public void NextPose() => SetPoseIndex(_currentIndex + 1); /// Steps back to the previous pose, wrapping at the start of the list. public void PreviousPose() => SetPoseIndex(_currentIndex - 1); /// Selects a pose by index, wrapping into range so cycling never goes out of bounds. public void SetPoseIndex(int index) => _currentIndex = WrapIndex(index); private int WrapIndex(int index) { int count = poses.Count; if (count == 0) return 0; return ((index % count) + count) % count; } private PlayerPose ActivePose() { if (poses.Count == 0) return null; return poses[Mathf.Clamp(_currentIndex, 0, poses.Count - 1)]; } private bool CycleKeyPressed() { #if ENABLE_INPUT_SYSTEM var keyboard = Keyboard.current; return keyboard != null && keyboard[cycleKey].wasPressedThisFrame; #else return Input.GetKeyDown(cycleKey); #endif } /// /// Plays and holds the given clip, overriding the Animator Controller. Switching to a different /// clip crossfades from the current pose over (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. /// private void PlayPose(AnimationClip clip) { if (!clip || !_animator) { ReleasePose(); return; } EnsureGraph(); 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(); if (!_graph.IsPlaying()) _graph.Play(); _posePlaying = true; } /// Builds the graph (a 2-input mixer feeding the Animator output) lazily if it isn't alive yet. 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); } /// /// Starts a crossfade to : 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. /// 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(); } /// Advances an in-flight crossfade and drops the outgoing pose once it has fully faded. 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(); } /// Pushes the current blend onto the mixer inputs (smoothstepped while a "from" pose exists). 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); } /// /// 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 /// at rest (the paintman rig's rest pose is its T-pose). /// private void CaptureRestPose() { _restBones = _animator.transform.GetComponentsInChildren(true); int n = _restBones.Length; _restPos = new Vector3[n]; _restRot = new Quaternion[n]; _restScale = new Vector3[n]; for (int i = 0; i < n; i++) { Transform t = _restBones[i]; _restPos[i] = t.localPosition; _restRot[i] = t.localRotation; _restScale[i] = t.localScale; } } /// Restores the captured rest pose so an empty or partial pose clip fully defines the body. private void ResetToRestPose() { if (_restBones == null) return; for (int i = 0; i < _restBones.Length; i++) { Transform t = _restBones[i]; if (!t) continue; t.localPosition = _restPos[i]; t.localRotation = _restRot[i]; t.localScale = _restScale[i]; } } /// Destroys the graph so the Animator Controller (run/idle) drives the rig again. private void ReleasePose() { if (!_posePlaying) return; if (_graph.IsValid()) _graph.Destroy(); _graph = default; _output = default; _mixer = default; _fromPlayable = default; _toPlayable = default; _toClip = null; _blend = 0f; _blending = false; _posePlaying = false; } }