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>
349 lines
14 KiB
C#
349 lines
14 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Sits next to the <see cref="PlayerCharacterController"/> and holds a list of <see cref="PlayerPose"/>s
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/// plus the active index. The active pose is held continuously — while idle, walking, and sprinting
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/// alike — so cycling to the next pose, or the sprint reset to the default pose, shows up
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/// immediately instead of only once the player comes to a stop. One key cycles to the next pose
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/// (wrapping), and sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default pose.
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///
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/// The pose clip is played through a tiny <see cref="PlayableGraph"/> (a two-input
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/// <see cref="AnimationMixerPlayable"/> on an <see cref="AnimationPlayableOutput"/>) that overrides
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/// the Animator Controller's run/idle animation for as long as a pose is selected (it only hands the
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/// rig back when the list is empty / the clip is null). Switching pose crossfades the outgoing and
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/// incoming clips over <see cref="poseBlendDuration"/> instead of snapping. The per-pose ceiling
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/// y-offset is eased toward its target and routed through the controller (the single writer of the
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/// model-offset transform) so it composes with the wall-lean instead of fighting it.
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/// </summary>
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[RequireComponent(typeof(PlayerCharacterController))]
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[DisallowMultipleComponent]
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// Run after PlayerCharacterController (default order 0) so the ceiling / sprint state polled below is
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// this frame's, and the ceiling offset resolves without a one-frame seam.
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[DefaultExecutionOrder(100)]
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public partial class PlayerPoseController : MonoBehaviour
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{
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[Header("Poses")]
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[Tooltip("Selectable poses. Index 0 is the default pose that sprinting resets to.")]
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[SerializeField] private List<PlayerPose> poses = new();
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[Tooltip("Index the selection resets to while sprinting in any state (the default/standard pose).")]
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[Min(0)]
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[SerializeField] private int defaultPoseIndex = 0;
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[Header("Input")]
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#if ENABLE_INPUT_SYSTEM
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[Tooltip("Key that cycles to the next pose (wraps at the end of the list).")]
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[SerializeField] private Key cycleKey = Key.C;
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#else
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[Tooltip("Key that cycles to the next pose (wraps at the end of the list).")]
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[SerializeField] private KeyCode cycleKey = KeyCode.C;
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#endif
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[Header("Transitions")]
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[Tooltip("Seconds to crossfade from the previous pose to a newly selected one. 0 = instant snap.")]
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[Min(0f)]
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[SerializeField] private float poseBlendDuration = 0.2f;
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[Tooltip("Approach speed (local units/sec) for easing the ceiling y-offset toward its target. 0 = instant.")]
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[Min(0f)]
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[SerializeField] private float ceilingOffsetSpeed = 4f;
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private PlayerCharacterController _player;
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private Animator _animator;
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private string _graphName; // cached so building the graph allocates no string from the Update path
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private int _currentIndex;
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// Playables: a 2-input AnimationMixerPlayable that overrides the Animator Controller. Input 1 holds
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// the current ("to") pose; input 0 holds the outgoing ("from") pose during a crossfade and is empty
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// once the blend completes. Blending both inputs over a per-frame rest baseline (see below) makes
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// poses interpolate instead of snapping; an empty/partial "to" clip still resolves to rest.
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private PlayableGraph _graph;
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private AnimationPlayableOutput _output;
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private AnimationMixerPlayable _mixer;
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private AnimationClipPlayable _fromPlayable;
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private AnimationClipPlayable _toPlayable;
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private AnimationClip _toClip; // the clip currently targeted (held on input 1)
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private bool _posePlaying;
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private float _blend; // 0..1 weight of the "to" input; 1 = fully on the target pose
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private bool _blending;
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private float _ceilingOffset; // eased local-up offset currently fed to the controller
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// Rest pose snapshot of the whole Animator subtree, taken in Awake before the Animator first
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// evaluates. An AnimationClipPlayable only writes the bones its curves cover, so a clip that
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// doesn't key a bone (an empty clip like the T-pose, or a partial one) would otherwise leave that
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// bone frozen on the previous animation. Restoring this before each pose start makes every pose
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// define the full body. meshOffsetTarget is an ancestor of the Animator, so it is never in this
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// set and the controller's lean/ceiling offset stays untouched.
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private Transform[] _restBones;
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private Vector3[] _restPos;
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private Quaternion[] _restRot;
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private Vector3[] _restScale;
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/// <summary>Index of the currently selected pose.</summary>
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public int CurrentIndex => _currentIndex;
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void Awake()
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{
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_player = GetComponent<PlayerCharacterController>();
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_animator = _player ? _player.animator : null;
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_graphName = $"{name}-Pose";
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if (_animator)
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CaptureRestPose();
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else
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Debug.LogWarning("[PlayerPoseController] No Animator on the PlayerCharacterController; poses cannot play.", this);
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}
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void Update()
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{
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if (CycleKeyPressed())
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NextPose();
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// Sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default
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// pose. Held continuously below, so the reset shows up immediately, not only once back on the floor.
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if (_player.IsSprinting)
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_currentIndex = WrapIndex(defaultPoseIndex);
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PlayerPose pose = ActivePose();
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// Hold the pose continuously — idle, walking, and sprinting alike — so a selection change
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// (cycling, or the sprint reset to the default pose above) shows immediately instead of only
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// once the player stops. PlayPose hands the rig back to the controller only when there is no
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// clip to play (empty list / null clip).
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PlayPose(pose ? pose.Clip : null);
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// Tell the controller the pose graph owns the Animator output so it stops poking the run-bool
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// (moot while overridden, and it would warn every frame). Read next frame, when this matches
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// the bound-graph state (both only change here).
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_player.AnimatorOverridden = _posePlaying;
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// Ceiling y-offset: only while stuck to the ceiling. Ease toward the target instead of
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// snapping, so entering and leaving the ceiling (and switching ceiling poses) glides. Routed
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// through the controller so it shares the wall-lean's single write of the model transform.
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float ceilingTarget = (pose && _player.IsOnCeiling) ? pose.CeilingYOffset : 0f;
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_ceilingOffset = ceilingOffsetSpeed > 0f
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? Mathf.MoveTowards(_ceilingOffset, ceilingTarget, ceilingOffsetSpeed * Time.deltaTime)
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: ceilingTarget;
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_player.SetPoseLocalYOffset(_ceilingOffset);
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}
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void OnDisable()
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{
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// Hand the rig back to the Animator Controller and never leak a graph; rebuilt lazily on the
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// next idle frame. Also clear any ceiling offset we were holding.
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ReleasePose();
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_ceilingOffset = 0f;
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if (_player)
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{
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_player.SetPoseLocalYOffset(0f);
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_player.AnimatorOverridden = false;
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}
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}
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/// <summary>Advances to the next pose, wrapping at the end of the list.</summary>
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public void NextPose() => SetPoseIndex(_currentIndex + 1);
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/// <summary>Steps back to the previous pose, wrapping at the start of the list.</summary>
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public void PreviousPose() => SetPoseIndex(_currentIndex - 1);
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/// <summary>Selects a pose by index, wrapping into range so cycling never goes out of bounds.</summary>
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public void SetPoseIndex(int index) => _currentIndex = WrapIndex(index);
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private int WrapIndex(int index)
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{
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int count = poses.Count;
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if (count == 0) return 0;
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return ((index % count) + count) % count;
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}
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private PlayerPose ActivePose()
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{
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if (poses.Count == 0) return null;
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return poses[Mathf.Clamp(_currentIndex, 0, poses.Count - 1)];
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}
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private bool CycleKeyPressed()
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{
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#if ENABLE_INPUT_SYSTEM
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var keyboard = Keyboard.current;
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return keyboard != null && keyboard[cycleKey].wasPressedThisFrame;
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#else
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return Input.GetKeyDown(cycleKey);
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#endif
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}
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/// <summary>
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/// Plays and holds the given clip, overriding the Animator Controller. Switching to a different
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/// clip crossfades from the current pose over <see cref="poseBlendDuration"/> (the first pose, or a
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/// zero duration, appears instantly). Called every frame: it starts a transition on a clip change,
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/// advances any in-flight blend, and re-snaps un-keyed bones to rest before the graph evaluates. A
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/// null clip (or no animator) releases back to the controller.
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/// </summary>
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private void PlayPose(AnimationClip clip)
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{
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if (!clip || !_animator)
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{
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ReleasePose();
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return;
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}
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EnsureGraph();
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if (!(_posePlaying && _toClip == clip))
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BeginTransition(clip);
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AdvanceBlend(Time.deltaTime);
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// Snap un-keyed bones to rest every frame, so each mixer input blends relative to rest: a
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// partial or empty clip (e.g. the T-pose) defines the whole body, and a crossfade interpolates
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// both poses against the same baseline. The graph overrides the keyed bones, weighted, when it
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// evaluates later this frame.
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ResetToRestPose();
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if (!_graph.IsPlaying())
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_graph.Play();
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_posePlaying = true;
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}
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/// <summary>Builds the graph (a 2-input mixer feeding the Animator output) lazily if it isn't alive yet.</summary>
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private void EnsureGraph()
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{
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if (_graph.IsValid())
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return;
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_graph = PlayableGraph.Create(_graphName);
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_graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
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_mixer = AnimationMixerPlayable.Create(_graph, 2);
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_output = AnimationPlayableOutput.Create(_graph, "Pose", _animator);
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_output.SetSourcePlayable(_mixer);
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}
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/// <summary>
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/// Starts a crossfade to <paramref name="clip"/>: the in-flight target becomes the outgoing pose on
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/// input 0 (carrying its playback time), the new clip goes on input 1, and the blend ramps up from
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/// 0. The first pose (or a zero duration) snaps in at full weight with no fade-from-nothing.
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/// </summary>
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private void BeginTransition(AnimationClip clip)
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{
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bool hadPose = _posePlaying && _toPlayable.IsValid();
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// Drop the previous outgoing pose (already faded out, or none) before reusing input 0.
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if (_fromPlayable.IsValid())
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{
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_mixer.DisconnectInput(0);
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_graph.DestroyPlayable(_fromPlayable);
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_fromPlayable = default;
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}
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if (hadPose)
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{
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// Move the current target from input 1 to input 0 so it becomes the outgoing pose without a
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// recreate (its animation time carries over, no jump).
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_mixer.DisconnectInput(1);
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_fromPlayable = _toPlayable;
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_mixer.ConnectInput(0, _fromPlayable, 0);
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}
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_toPlayable = AnimationClipPlayable.Create(_graph, clip);
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_mixer.ConnectInput(1, _toPlayable, 0);
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_toClip = clip;
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_blend = (hadPose && poseBlendDuration > 0f) ? 0f : 1f;
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_blending = _blend < 1f;
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ApplyBlendWeights();
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}
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/// <summary>Advances an in-flight crossfade and drops the outgoing pose once it has fully faded.</summary>
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private void AdvanceBlend(float dt)
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{
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if (!_blending)
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return;
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_blend = poseBlendDuration > 0f ? Mathf.MoveTowards(_blend, 1f, dt / poseBlendDuration) : 1f;
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if (_blend >= 1f)
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{
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_blend = 1f;
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_blending = false;
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if (_fromPlayable.IsValid())
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{
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_mixer.DisconnectInput(0);
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_graph.DestroyPlayable(_fromPlayable);
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_fromPlayable = default;
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}
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}
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ApplyBlendWeights();
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}
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/// <summary>Pushes the current blend onto the mixer inputs (smoothstepped while a "from" pose exists).</summary>
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private void ApplyBlendWeights()
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{
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if (!_mixer.IsValid())
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return;
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bool hasFrom = _fromPlayable.IsValid();
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float w = hasFrom ? Mathf.SmoothStep(0f, 1f, _blend) : 1f;
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_mixer.SetInputWeight(0, hasFrom ? 1f - w : 0f);
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_mixer.SetInputWeight(1, _toPlayable.IsValid() ? w : 0f);
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}
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/// <summary>
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/// Snapshots every transform a pose clip can address (the Animator's whole subtree) in its
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/// authored rest pose. Taken in Awake before the Animator first evaluates, so it captures the rig
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/// at rest (the paintman rig's rest pose is its T-pose).
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/// </summary>
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private void CaptureRestPose()
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{
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_restBones = _animator.transform.GetComponentsInChildren<Transform>(true);
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int n = _restBones.Length;
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_restPos = new Vector3[n];
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_restRot = new Quaternion[n];
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_restScale = new Vector3[n];
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for (int i = 0; i < n; i++)
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{
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Transform t = _restBones[i];
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_restPos[i] = t.localPosition;
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_restRot[i] = t.localRotation;
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_restScale[i] = t.localScale;
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}
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}
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/// <summary>Restores the captured rest pose so an empty or partial pose clip fully defines the body.</summary>
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private void ResetToRestPose()
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{
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if (_restBones == null)
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return;
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for (int i = 0; i < _restBones.Length; i++)
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{
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Transform t = _restBones[i];
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if (!t)
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continue;
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t.localPosition = _restPos[i];
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t.localRotation = _restRot[i];
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t.localScale = _restScale[i];
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}
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}
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/// <summary>Destroys the graph so the Animator Controller (run/idle) drives the rig again.</summary>
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private void ReleasePose()
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{
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if (!_posePlaying)
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return;
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if (_graph.IsValid())
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_graph.Destroy();
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_graph = default;
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_output = default;
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_mixer = default;
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_fromPlayable = default;
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_toPlayable = default;
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_toClip = null;
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_blend = 0f;
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_blending = false;
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_posePlaying = false;
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}
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}
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