Files
chameleon/Assets/Scripts/PlayerPoseController.cs
T
adminandClaude Opus 4.8 c41fb398e4 Add pose-switching system with continuous hold and sprint reset
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.

PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 08:21:28 +02:00

247 lines
9.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// Sits next to the <see cref="PlayerCharacterController"/> and holds a list of <see cref="PlayerPose"/>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 <see cref="PlayableGraph"/> (an
/// <see cref="AnimationClipPlayable"/> 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.
/// </summary>
[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<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("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
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.
private PlayableGraph _graph;
private AnimationPlayableOutput _output;
private AnimationClipPlayable _clipPlayable;
private AnimationClip _activeClip;
private bool _posePlaying;
// 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;
/// <summary>Index of the currently selected pose.</summary>
public int CurrentIndex => _currentIndex;
void Awake()
{
_player = GetComponent<PlayerCharacterController>();
_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, 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);
}
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();
if (_player)
{
_player.SetPoseLocalYOffset(0f);
_player.AnimatorOverridden = false;
}
}
/// <summary>Advances to the next pose, wrapping at the end of the list.</summary>
public void NextPose() => SetPoseIndex(_currentIndex + 1);
/// <summary>Steps back to the previous pose, wrapping at the start of the list.</summary>
public void PreviousPose() => SetPoseIndex(_currentIndex - 1);
/// <summary>Selects a pose by index, wrapping into range so cycling 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 bool CycleKeyPressed()
{
#if ENABLE_INPUT_SYSTEM
var keyboard = Keyboard.current;
return keyboard != null && keyboard[cycleKey].wasPressedThisFrame;
#else
return Input.GetKeyDown(cycleKey);
#endif
}
/// <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.
/// </summary>
private void PlayPose(AnimationClip clip)
{
if (!clip || !_animator)
{
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);
// 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.
ResetToRestPose();
_clipPlayable = AnimationClipPlayable.Create(_graph, clip);
_output.SetSourcePlayable(_clipPlayable);
if (!_graph.IsPlaying())
_graph.Play();
_activeClip = clip;
_posePlaying = true;
}
/// <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;
}
}
/// <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;
_clipPlayable = default;
_activeClip = null;
_posePlaying = false;
}
}