Files
adminandClaude Fable 5 3a2e8a7057 Add radial pose menu with hotkeys, remove C cycle hotkey
- PlayerPose: Icon (Sprite) + Title (string) UI properties
- PoseMenu: modal pause overlay building a radial menu from Icon Button
  prefab instances; active pose disabled (hover ring marks it); click
  applies pose via SetPoseIndex and closes
- OverviewMenu: pose button wiring with pause hand-off, Esc/Tab chain
  extended; hotkeys C (toggle pose menu) and V (paint mode) mirroring
  the buttons incl. identical gating
- PlayerPoseController: C cycle hotkey and NextPose() removed

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:17:40 +02:00

500 lines
22 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
using UnityEngine.Serialization;
/// <summary>
/// Owns ALL character animation (the Animator is left empty): plays the active <see cref="PlayerPose"/>'s
/// idle or optional walk/run/fall clip through a two-input mixer <see cref="PlayableGraph"/> that
/// crossfades every clip switch. Poses are selected via <see cref="SetPoseIndex"/> (the pose menu UI);
/// sprinting resets to the default pose; each pose
/// also carries its own eased CharacterController capsule and per-pose camera y-offsets.
/// </summary>
[RequireComponent(typeof(PlayerCharacterController))]
[DisallowMultipleComponent]
// Run after PlayerCharacterController (default order 0) so the sprint / locomotion state polled below is
// this frame's, and the per-pose capsule / camera offset resolve without a one-frame seam.
[DefaultExecutionOrder(100)]
public class PlayerPoseController : MonoBehaviour
{
[Header("Poses")]
[Tooltip("Selectable poses. Index 0 is the default pose that sprinting resets to.")]
[SerializeField] private List<PlayerPose> 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("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 per-pose camera-target y-offset toward its " +
"target while cycling poses. 0 = instant.")]
[Min(0f)]
[FormerlySerializedAs("ceilingOffsetSpeed")]
[SerializeField] private float cameraOffsetSpeed = 4f;
[Tooltip("Blend speed (0..1 per second) for resizing the CharacterController capsule toward the active " +
"pose's dimensions when the pose changes. 0 = instant snap; higher = snappier resize.")]
[Min(0f)]
[SerializeField] private float capsuleBlendSpeed = 8f;
[Tooltip("Apply Mecanim foot IK to the played humanoid clips. Off (default) plays each pose exactly as " +
"authored. On bends the knees to plant the feet on the IK goal, which makes a straight-knee idle " +
"render visibly bent even when the clip's Lower Leg Stretch muscle is fully straight.")]
[SerializeField] private bool applyFootIK = false;
private PlayerCharacterController _player;
private Animator _animator;
private string _graphName; // cached so building the graph allocates no string from the Update path
private int _currentIndex;
/// <summary>Locomotion category that selects which clip the active pose plays.</summary>
public enum Locomotion { Idle, Walk, Run, Fall }
// Network drive: a remote avatar's controllers are disabled (NetworkTransform owns the transform),
// so its movement flags are dead - pose index + locomotion come from the owner via SetNetworkState.
// _currentLocomotion is the category resolved this frame, published by the owner for replication.
private bool _networkControlled;
private Locomotion _networkLoco;
private Locomotion _currentLocomotion;
// 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 _cameraPoseOffset; // eased per-pose camera-target offset routed to the controller's camera target
private float _firstPersonCameraOffset; // eased per-pose first-person eye offset, read by the FirstPersonController (never written to the shared camera target)
// Capsule blend: the CharacterController dimensions are eased toward the active pose's via a single
// normalized blend (so the capsule stays a valid shape throughout) and written through the controller.
// Snapped on the first frame so the player spawns at its pose size with no resize blend.
private bool _capsuleStarted;
private float _capFromCenterY, _capFromRadius, _capFromHeight;
private float _capToCenterY, _capToRadius, _capToHeight;
private float _capCenterY, _capRadius, _capHeight;
private float _capBlend;
// Rest-pose snapshot of the Animator subtree, taken before the Animator first evaluates. A clip only
// writes the bones its curves cover, so un-keyed bones would stay frozen on the previous animation;
// restoring rest first makes every pose define the full body. The controller's meshOffsetTarget is
// dropped from the set (see CaptureRestPose) so the wall-lean / ground raise is never wiped.
private Transform[] _restBones;
private Vector3[] _restPos;
private Quaternion[] _restRot;
private Vector3[] _restScale;
public int CurrentIndex => _currentIndex;
/// <summary>Selectable poses, for the pose selection menu (icons/titles per entry).</summary>
public IReadOnlyList<PlayerPose> Poses => poses;
/// <summary>Locomotion category resolved this frame; the owner publishes it for network sync.</summary>
public Locomotion CurrentLocomotion => _currentLocomotion;
/// <summary>
/// Switches this avatar to network-driven animation: local input, the sprint-reset, the per-pose
/// collision capsule and camera framing are all skipped; pose index and locomotion are supplied by
/// <see cref="SetNetworkState"/>. Called on a remote avatar by <see cref="PlayerAnimationSync"/>.
/// </summary>
public void EnableNetworkDrive() => _networkControlled = true;
/// <summary>Pushes the replicated pose index and locomotion category onto a network-driven avatar.</summary>
public void SetNetworkState(int poseIndex, Locomotion loco)
{
_currentIndex = WrapIndex(poseIndex);
_networkLoco = loco;
}
/// <summary>Eased per-pose y-offset for the first-person eye, applied on top of the camera target by the FirstPersonController.</summary>
public float FirstPersonCameraYOffset => _firstPersonCameraOffset;
/// <summary>Holds the avatar on its current pose frame: the Playable graph stops advancing (its bones stay
/// exactly where they are) and all per-frame locomotion / rest-reset / capsule / camera work is skipped.
/// Set per-client for every still-in-play hider during the resolution reveal so nobody can wiggle in place.
/// Clearing it resumes normal playback. Independent of network drive — works on the owner and on remotes.</summary>
public bool Frozen { get; set; }
void Awake()
{
_player = GetComponent<PlayerCharacterController>();
_animator = _player ? _player.GetComponentInChildren<Animator>() : null;
_graphName = $"{name}-Pose";
if (_animator)
CaptureRestPose();
else
Debug.LogWarning("[PlayerPoseController] No Animator on the PlayerCharacterController; poses cannot play.", this);
}
void Update()
{
// Resolution freeze: keep the graph playing (it re-asserts the frozen frame every render, even
// under Animator culling) but zero the MIXER's speed so clip time stops advancing; skip everything
// below so no locomotion/rest-reset moves a bone. The per-input clip speeds are untouched; the
// mixer multiplier is restored on the first un-frozen frame just below.
if (Frozen)
{
if (_graph.IsValid())
{
if (!_graph.IsPlaying()) _graph.Play();
if (_mixer.IsValid()) PlayableExtensions.SetSpeed(_mixer, 0d);
}
return;
}
if (_mixer.IsValid() && PlayableExtensions.GetSpeed(_mixer) == 0d)
PlayableExtensions.SetSpeed(_mixer, 1d);
// Local control only - a remote's pose index is pushed in via SetNetworkState.
if (!_networkControlled)
{
// Sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default
// pose. Held continuously, so the reset shows up immediately, not only once back on the floor.
if (_player.IsSprinting)
_currentIndex = WrapIndex(defaultPoseIndex);
}
PlayerPose pose = ActivePose();
// Resolve the locomotion category and its clip: locally from the controller's movement state, on
// a remote the replicated value. ClipFor falls back to idle for unset optional clips, so a remote
// (same pose asset) resolves to exactly the clip the owner shows.
_currentLocomotion = _networkControlled ? _networkLoco : ResolveLocalLocomotion();
AnimationClip clip = ClipFor(pose, _currentLocomotion, out float speed);
PlayPose(clip, speed);
// Collision capsule and camera framing are local-owner concerns: a remote avatar's controller and
// CharacterController are disabled and no camera tracks it, so a network-driven avatar stops here.
if (_networkControlled)
return;
// Per-pose collision capsule so a low pose can crawl where the standing capsule is too tall;
// unset dimensions (<= 0) keep the default capsule.
bool hasCapsule = pose && pose.ControllerHeight > 0f && pose.ControllerRadius > 0f;
float capCenterY = hasCapsule ? pose.ControllerCenterY : _player.BaseCapsuleCenterY;
float capRadius = hasCapsule ? pose.ControllerRadius : _player.BaseCapsuleRadius;
float capHeight = hasCapsule ? pose.ControllerHeight : _player.BaseCapsuleHeight;
ApplyCapsule(capCenterY, capRadius, capHeight);
// Camera target: a per-pose framing offset (applied in any state), eased so cycling poses glides
// the camera, routed to the ThirdPersonCamera's follow target only (never the body).
float cameraPoseTarget = pose ? pose.CameraTargetYOffset : 0f;
_cameraPoseOffset = EaseCameraOffset(_cameraPoseOffset, cameraPoseTarget);
_player.SetCameraTargetLocalYOffset(_cameraPoseOffset);
// Separate per-pose first-person eye offset - NOT routed to the shared camera target (that would
// also move the ThirdPersonCamera); the FirstPersonController reads it directly.
float firstPersonTarget = pose ? pose.FirstPersonCameraTargetYOffset : 0f;
_firstPersonCameraOffset = EaseCameraOffset(_firstPersonCameraOffset, firstPersonTarget);
}
private float EaseCameraOffset(float current, float target)
{
return cameraOffsetSpeed > 0f
? Mathf.MoveTowards(current, target, cameraOffsetSpeed * Time.deltaTime)
: target;
}
void OnDisable()
{
// Hand the rig back to the Animator Controller and never leak a graph; rebuilt lazily on the
// next idle frame. Also clear the camera offset and restore the default capsule we were holding.
ReleasePose();
_cameraPoseOffset = 0f;
_firstPersonCameraOffset = 0f;
if (_player)
{
_player.SetCameraTargetLocalYOffset(0f);
_player.SetCapsule(_player.BaseCapsuleCenterY, _player.BaseCapsuleRadius, _player.BaseCapsuleHeight);
}
_capsuleStarted = false; // re-snap to the active pose's capsule if this is re-enabled
}
/// <summary>Selects a pose by index, wrapping into range so a stale index never goes out of bounds.</summary>
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 Locomotion ResolveLocalLocomotion()
{
if (_player.IsMovingOnGround)
return _player.IsSprinting ? Locomotion.Run : Locomotion.Walk;
if (_player.IsFalling)
return Locomotion.Fall;
return Locomotion.Idle;
}
/// <summary>
/// Returns the clip (and its <paramref name="speed"/>) for <paramref name="pose"/> in the given
/// locomotion category. The walk/run/fall clips are optional: an unset one falls back to the pose's
/// idle clip, so an unauthored category keeps the held-pose behaviour identically on the owner and on
/// a network-driven remote avatar. A null pose hands the rig back (no clip).
/// </summary>
private AnimationClip ClipFor(PlayerPose pose, Locomotion loco, out float speed)
{
if (pose)
{
switch (loco)
{
case Locomotion.Walk when pose.WalkClip:
speed = pose.WalkClipSpeed;
return pose.WalkClip;
case Locomotion.Run when pose.RunClip:
speed = pose.RunClipSpeed;
return pose.RunClip;
case Locomotion.Fall when pose.FallClip:
speed = pose.FallClipSpeed;
return pose.FallClip;
}
speed = pose.ClipSpeed;
return pose.Clip;
}
speed = 1f;
return null;
}
/// <summary>
/// Eases the CharacterController capsule toward the given target dimensions and writes them through
/// the controller. A single normalized blend drives all three values together, so the capsule stays a
/// valid shape (and its floor contact moves linearly) throughout the resize. The first call snaps, so
/// the player spawns at its pose size without a resize blend; <see cref="capsuleBlendSpeed"/> 0 also snaps.
/// </summary>
private void ApplyCapsule(float centerY, float radius, float height)
{
if (!_capsuleStarted)
{
_capsuleStarted = true;
_capFromCenterY = _capToCenterY = _capCenterY = centerY;
_capFromRadius = _capToRadius = _capRadius = radius;
_capFromHeight = _capToHeight = _capHeight = height;
_capBlend = 1f;
}
else if (centerY != _capToCenterY || radius != _capToRadius || height != _capToHeight)
{
// New target (pose changed): ease from wherever the capsule currently is.
_capFromCenterY = _capCenterY;
_capFromRadius = _capRadius;
_capFromHeight = _capHeight;
_capToCenterY = centerY;
_capToRadius = radius;
_capToHeight = height;
_capBlend = 0f;
}
_capBlend = capsuleBlendSpeed > 0f
? Mathf.MoveTowards(_capBlend, 1f, capsuleBlendSpeed * Time.deltaTime)
: 1f;
_capCenterY = Mathf.Lerp(_capFromCenterY, _capToCenterY, _capBlend);
_capRadius = Mathf.Lerp(_capFromRadius, _capToRadius, _capBlend);
_capHeight = Mathf.Lerp(_capFromHeight, _capToHeight, _capBlend);
_player.SetCapsule(_capCenterY, _capRadius, _capHeight);
}
/// <summary>
/// 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, applies <paramref name="speed"/> to the target playback, 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, float speed)
{
if (!clip || !_animator)
{
ReleasePose();
return;
}
EnsureGraph();
if (!(_posePlaying && _toClip == clip))
BeginTransition(clip);
AdvanceBlend(Time.deltaTime);
// Set every frame so live speed-slider tuning takes effect immediately; the outgoing pose on
// input 0 keeps the speed it carried, fading out at its own pace.
if (_toPlayable.IsValid())
PlayableExtensions.SetSpeed(_toPlayable, speed);
// Snap un-keyed bones to rest every frame so each mixer input blends relative to the same
// baseline; the graph then overrides the keyed bones when it evaluates later this frame.
ResetToRestPose();
if (!_graph.IsPlaying())
_graph.Play();
_posePlaying = true;
}
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);
// Off by default: foot IK plants the foot on its goal and bends the knee to reach it, so a straight-knee
// pose renders bent (SampleAnimation, which the authoring tools check against, never applies it). The
// outgoing pose on input 0 is a former _toPlayable, so it already carries this setting.
_toPlayable.SetApplyFootIK(applyFootIK);
_mixer.ConnectInput(1, _toPlayable, 0);
_toClip = clip;
_blend = (hadPose && poseBlendDuration > 0f) ? 0f : 1f;
_blending = _blend < 1f;
ApplyBlendWeights();
}
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();
}
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
/// at rest (the paintman rig's rest pose is its T-pose).
/// </summary>
private void CaptureRestPose()
{
_restBones = _animator.transform.GetComponentsInChildren<Transform>(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;
}
// Drop the model-offset transform from the reset set: the wall-lean / ground raise (SetMeshLean)
// is its sole writer, and with the humanoid rig the Animator shares this node - resetting it each
// frame was exactly what wiped the offsets. Nulling the slot makes ResetToRestPose skip it.
Transform offsetTarget = _player ? _player.MeshOffsetTarget : null;
if (offsetTarget)
{
int idx = System.Array.IndexOf(_restBones, offsetTarget);
if (idx >= 0)
_restBones[idx] = null;
}
}
/// <summary>Restores the captured rest pose so an empty or partial pose clip fully defines the body.</summary>
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];
}
}
/// <summary>Destroys the graph so the Animator Controller (run/idle) drives the rig again.</summary>
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;
}
}