add support for sub-state machines
This commit is contained in:
@@ -1,8 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using UnityEditor.Animations;
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using UnityEngine;
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using UnityEngine.UIElements;
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using VRC.SDK3.Avatars.Components;
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using VRC.SDKBase;
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@@ -110,25 +112,28 @@ namespace AnimatorAsCode.V0
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}
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}
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internal class AacStateMachine
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public class AacFlStateMachine : AacAnimatorNode<AacFlStateMachine>
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{
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private readonly AnimatorStateMachine _machine;
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public readonly AnimatorStateMachine Machine;
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private readonly AnimationClip _emptyClip;
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private readonly AacBackingAnimator _backingAnimator;
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private readonly IAacDefaultsProvider _defaultsProvider;
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private readonly float _gridShiftX;
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private readonly float _gridShiftY;
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public AacStateMachine(AnimatorStateMachine machine, AnimationClip emptyClip, AacBackingAnimator backingAnimator, IAacDefaultsProvider defaultsProvider)
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private readonly List<AacAnimatorNode> _childNodes;
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internal AacFlStateMachine(AnimatorStateMachine machine, AnimationClip emptyClip, AacBackingAnimator backingAnimator, IAacDefaultsProvider defaultsProvider, AacFlStateMachine parent = null)
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: base(parent, defaultsProvider)
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{
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_machine = machine;
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Machine = machine;
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_emptyClip = emptyClip;
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_backingAnimator = backingAnimator;
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_defaultsProvider = defaultsProvider;
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var grid = defaultsProvider.Grid();
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_gridShiftX = grid.x;
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_gridShiftY = grid.y;
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_childNodes = new List<AacAnimatorNode>();
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}
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internal AacBackingAnimator BackingAnimator()
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@@ -136,40 +141,87 @@ namespace AnimatorAsCode.V0
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return _backingAnimator;
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}
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public AacStateMachine WithEntryPosition(int x, int y)
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public AacFlStateMachine NewStateMachine(string name)
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{
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_machine.entryPosition = GridPosition(x, y);
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var lastState = LastNodePosition();
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return NewStateMachine(name, 0, 0).Shift(lastState, 0, 1);
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}
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public AacFlStateMachine NewStateMachine(string name, int x, int y)
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{
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var stateMachine = Machine.AddStateMachine(name, GridPosition(x, y));
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var aacMachine = new AacFlStateMachine(stateMachine, _emptyClip, _backingAnimator, DefaultsProvider, this);
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_childNodes.Add(aacMachine);
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return aacMachine;
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}
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public AacFlStateMachine WithEntryPosition(int x, int y)
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{
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Machine.entryPosition = GridPosition(x, y);
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return this;
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}
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public AacStateMachine WithExitPosition(int x, int y)
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public AacFlStateMachine WithExitPosition(int x, int y)
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{
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_machine.exitPosition = GridPosition(x, y);
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Machine.exitPosition = GridPosition(x, y);
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return this;
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}
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public AacStateMachine WithAnyStatePosition(int x, int y)
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public AacFlStateMachine WithAnyStatePosition(int x, int y)
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{
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_machine.anyStatePosition = GridPosition(x, y);
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Machine.anyStatePosition = GridPosition(x, y);
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return this;
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}
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public AacFlState NewState(string name)
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{
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var lastState = LastNodePosition();
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return NewState(name, 0, 0).Shift(lastState, 0, 1);
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}
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public AacFlState NewState(string name, int x, int y)
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{
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var state = _machine.AddState(name, GridPosition(x, y));
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_defaultsProvider.ConfigureState(state, _emptyClip);
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return new AacFlState(state, _machine, _defaultsProvider);
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var state = Machine.AddState(name, GridPosition(x, y));
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DefaultsProvider.ConfigureState(state, _emptyClip);
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var aacState = new AacFlState(state, this, DefaultsProvider);
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_childNodes.Add(aacState);
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return aacState;
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}
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public AacFlTransition AnyTransitionsTo(AacFlState destination)
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{
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return AnyTransition(destination, _machine);
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return AnyTransition(destination, Machine);
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}
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public AacFlEntryTransition EntryTransitionsTo(AacFlState destination)
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{
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return EntryTransition(destination, _machine);
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return EntryTransition(destination, Machine);
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}
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public AacFlEntryTransition EntryTransitionsTo(AacFlStateMachine destination)
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{
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return EntryTransition(destination, Machine);
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}
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public AacFlEntryTransition TransitionsFromEntry()
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{
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return EntryTransition(this, ParentMachine.Machine);
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}
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public AacFlNewTransitionContinuation TransitionsTo(AacFlState destination)
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{
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return new AacFlNewTransitionContinuation(ParentMachine.Machine.AddStateMachineTransition(Machine, destination.State), ParentMachine.Machine, Machine, destination.State);
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}
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public AacFlNewTransitionContinuation TransitionsTo(AacFlStateMachine destination)
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{
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return new AacFlNewTransitionContinuation(ParentMachine.Machine.AddStateMachineTransition(Machine, destination.Machine), ParentMachine.Machine, Machine, destination.Machine);
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}
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public AacFlNewTransitionContinuation Exits()
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{
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return new AacFlNewTransitionContinuation(ParentMachine.Machine.AddStateMachineExitTransition(Machine), ParentMachine.Machine, Machine, null);
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}
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private AacFlTransition AnyTransition(AacFlState destination, AnimatorStateMachine animatorStateMachine)
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@@ -179,7 +231,7 @@ namespace AnimatorAsCode.V0
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private AnimatorStateTransition ConfigureTransition(AnimatorStateTransition transition)
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{
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_defaultsProvider.ConfigureTransition(transition);
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DefaultsProvider.ConfigureTransition(transition);
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return transition;
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}
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@@ -188,87 +240,67 @@ namespace AnimatorAsCode.V0
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return new AacFlEntryTransition(animatorStateMachine.AddEntryTransition(destination.State), animatorStateMachine, null, destination.State);
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}
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internal Vector3 LastStatePosition()
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private AacFlEntryTransition EntryTransition(AacFlStateMachine destination, AnimatorStateMachine animatorStateMachine)
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{
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return _machine.states.Length > 0 ? _machine.states.Last().position : Vector3.zero;
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return new AacFlEntryTransition(animatorStateMachine.AddEntryTransition(destination.Machine), animatorStateMachine, null, destination.Machine);
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}
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internal Vector3 LastNodePosition()
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{
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return _childNodes.LastOrDefault()?.GetPosition() ?? Vector3.zero;
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}
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private Vector3 GridPosition(int x, int y)
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{
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return new Vector3(x * _gridShiftX , y * _gridShiftY, 0);
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return new Vector3(x * _gridShiftX, y * _gridShiftY, 0);
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}
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public AacStateMachine WithDefaultState(AacFlState newDefaultState)
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internal IReadOnlyList<AacAnimatorNode> GetChildNodes()
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{
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_machine.defaultState = newDefaultState.State;
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return _childNodes;
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}
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protected internal override Vector3 GetPosition()
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{
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return ParentMachine.Machine.stateMachines.First(x => x.stateMachine == Machine).position;
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}
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protected internal override void SetPosition(Vector3 position)
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{
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var stateMachines = ParentMachine.Machine.stateMachines;
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for (var i = 0; i < stateMachines.Length; i++)
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{
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var m = stateMachines[i];
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if (m.stateMachine == Machine)
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{
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m.position = position;
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stateMachines[i] = m;
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break;
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}
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}
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ParentMachine.Machine.stateMachines = stateMachines;
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}
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public AacFlStateMachine WithDefaultState(AacFlState newDefaultState)
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{
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Machine.defaultState = newDefaultState.State;
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return this;
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}
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}
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public class AacFlState
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public class AacFlState : AacAnimatorNode<AacFlState>
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{
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public readonly AnimatorState State;
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private readonly AnimatorStateMachine _machine;
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private readonly IAacDefaultsProvider _defaultsProvider;
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private readonly AacBackingAnimator _backingAnimator;
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private VRCAvatarParameterDriver _driver;
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private VRCAnimatorTrackingControl _tracking;
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private VRCAnimatorLocomotionControl _locomotionControl;
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private VRCAnimatorTemporaryPoseSpace _temporaryPoseSpace;
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public AacFlState(AnimatorState state, AnimatorStateMachine machine, IAacDefaultsProvider defaultsProvider)
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public AacFlState(AnimatorState state, AacFlStateMachine parentMachine, IAacDefaultsProvider defaultsProvider) : base(parentMachine, defaultsProvider)
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{
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State = state;
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_machine = machine;
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_defaultsProvider = defaultsProvider;
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}
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public AacFlState LeftOf(AacFlState otherState) => MoveNextTo(otherState, -1, 0);
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public AacFlState RightOf(AacFlState otherState) => MoveNextTo(otherState, 1, 0);
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public AacFlState Over(AacFlState otherState) => MoveNextTo(otherState, 0, -1);
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public AacFlState Under(AacFlState otherState) => MoveNextTo(otherState, 0, 1);
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public AacFlState LeftOf() => MoveNextTo(null, -1, 0);
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public AacFlState RightOf() => MoveNextTo(null, 1, 0);
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public AacFlState Over() => MoveNextTo(null, 0, -1);
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public AacFlState Under() => MoveNextTo(null, 0, 1);
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public AacFlState Shift(AacFlState otherState, int shiftX, int shiftY) => MoveNextTo(otherState, shiftX, shiftY);
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private AacFlState MoveNextTo(AacFlState otherStateOrSecondToLastWhenNull, int x, int y)
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{
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if (otherStateOrSecondToLastWhenNull == null)
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{
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var other = _machine.states[_machine.states.Length - 2];
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Shift(other.position, x, y);
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return this;
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}
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else
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{
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var other = _machine.states.First(animatorState => animatorState.state == otherStateOrSecondToLastWhenNull.State);
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Shift(other.position, x, y);
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return this;
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}
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}
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public AacFlState Shift(Vector3 otherPosition, int shiftX, int shiftY)
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{
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var states = _machine.states;
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for (var index = 0; index < states.Length; index++)
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{
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var childAnimatorState = states[index];
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if (childAnimatorState.state == State)
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{
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var cms = childAnimatorState;
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cms.position = otherPosition + new Vector3(shiftX * _defaultsProvider.Grid().x, shiftY * _defaultsProvider.Grid().y, 0);
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states[index] = cms;
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break;
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}
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}
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_machine.states = states;
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return this;
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_machine = parentMachine.Machine;
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}
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public AacFlState WithAnimation(Motion clip)
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@@ -288,6 +320,11 @@ namespace AnimatorAsCode.V0
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return new AacFlTransition(ConfigureTransition(State.AddTransition(destination.State)), _machine, State, destination.State);
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}
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public AacFlTransition TransitionsTo(AacFlStateMachine destination)
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{
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return new AacFlTransition(State.AddTransition(destination.Machine), _machine, State, destination.Machine);
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}
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public AacFlTransition TransitionsFromAny()
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{
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return new AacFlTransition(ConfigureTransition(_machine.AddAnyStateTransition(State)), _machine, null, State);
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@@ -312,7 +349,7 @@ namespace AnimatorAsCode.V0
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private AnimatorStateTransition ConfigureTransition(AnimatorStateTransition transition)
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{
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_defaultsProvider.ConfigureTransition(transition);
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DefaultsProvider.ConfigureTransition(transition);
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return transition;
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}
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@@ -679,13 +716,34 @@ namespace AnimatorAsCode.V0
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return this;
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}
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protected internal override Vector3 GetPosition()
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{
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return _machine.states.First(x => x.state == State).position;
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}
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protected internal override void SetPosition(Vector3 position)
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{
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var states = _machine.states;
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for (var i = 0; i < states.Length; i++)
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{
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var m = states[i];
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if (m.state == State)
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{
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m.position = position;
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states[i] = m;
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break;
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}
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}
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_machine.states = states;
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}
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}
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public class AacFlTransition : AacFlNewTransitionContinuation
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{
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private readonly AnimatorStateTransition _transition;
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public AacFlTransition(AnimatorStateTransition transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AnimatorState destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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public AacFlTransition(AnimatorStateTransition transition, AnimatorStateMachine machine, AacFlTransitionEndpoint sourceNullableIfAny, AacFlTransitionEndpoint destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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{
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_transition = transition;
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}
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@@ -759,7 +817,7 @@ namespace AnimatorAsCode.V0
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public class AacFlEntryTransition : AacFlNewTransitionContinuation
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{
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public AacFlEntryTransition(AnimatorTransition transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AnimatorState destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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public AacFlEntryTransition(AnimatorTransition transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AacFlTransitionEndpoint destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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{
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}
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}
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@@ -794,10 +852,10 @@ namespace AnimatorAsCode.V0
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{
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public readonly AnimatorTransitionBase Transition;
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private readonly AnimatorStateMachine _machine;
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private readonly AnimatorState _sourceNullableIfAny;
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private readonly AnimatorState _destinationNullableIfExits;
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private readonly AacFlTransitionEndpoint _sourceNullableIfAny;
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private readonly AacFlTransitionEndpoint _destinationNullableIfExits;
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public AacFlNewTransitionContinuation(AnimatorTransitionBase transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AnimatorState destinationNullableIfExits)
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public AacFlNewTransitionContinuation(AnimatorTransitionBase transition, AnimatorStateMachine machine, AacFlTransitionEndpoint sourceNullableIfAny, AacFlTransitionEndpoint destinationNullableIfExits)
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{
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Transition = transition;
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_machine = machine;
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@@ -878,7 +936,7 @@ namespace AnimatorAsCode.V0
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public class AacFlTransitionContinuation : AacFlTransitionContinuationAbstractWithOr
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{
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public AacFlTransitionContinuation(AnimatorTransitionBase transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AnimatorState destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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public AacFlTransitionContinuation(AnimatorTransitionBase transition, AnimatorStateMachine machine, AacFlTransitionEndpoint sourceNullableIfAny, AacFlTransitionEndpoint destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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{
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}
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@@ -918,7 +976,7 @@ namespace AnimatorAsCode.V0
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{
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private readonly List<AacFlTransitionContinuation> _pendingContinuations;
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public AacFlMultiTransitionContinuation(AnimatorTransitionBase transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AnimatorState destinationNullableIfExits, List<AacFlTransitionContinuation> pendingContinuations) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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public AacFlMultiTransitionContinuation(AnimatorTransitionBase transition, AnimatorStateMachine machine, AacFlTransitionEndpoint sourceNullableIfAny, AacFlTransitionEndpoint destinationNullableIfExits, List<AacFlTransitionContinuation> pendingContinuations) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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{
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_pendingContinuations = pendingContinuations;
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}
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@@ -965,7 +1023,7 @@ namespace AnimatorAsCode.V0
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public class AacFlTransitionContinuationOnlyOr : AacFlTransitionContinuationAbstractWithOr
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{
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public AacFlTransitionContinuationOnlyOr(AnimatorTransitionBase transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AnimatorState destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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public AacFlTransitionContinuationOnlyOr(AnimatorTransitionBase transition, AnimatorStateMachine machine, AacFlTransitionEndpoint sourceNullableIfAny, AacFlTransitionEndpoint destinationNullableIfExits) : base(transition, machine, sourceNullableIfAny, destinationNullableIfExits)
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{
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}
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}
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@@ -974,10 +1032,10 @@ namespace AnimatorAsCode.V0
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{
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protected readonly AnimatorTransitionBase Transition;
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private readonly AnimatorStateMachine _machine;
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private readonly AnimatorState _sourceNullableIfAny;
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private readonly AnimatorState _destinationNullableIfExits;
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private readonly AacFlTransitionEndpoint _sourceNullableIfAny;
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private readonly AacFlTransitionEndpoint _destinationNullableIfExits;
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public AacFlTransitionContinuationAbstractWithOr(AnimatorTransitionBase transition, AnimatorStateMachine machine, AnimatorState sourceNullableIfAny, AnimatorState destinationNullableIfExits)
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public AacFlTransitionContinuationAbstractWithOr(AnimatorTransitionBase transition, AnimatorStateMachine machine, AacFlTransitionEndpoint sourceNullableIfAny, AacFlTransitionEndpoint destinationNullableIfExits)
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{
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Transition = transition;
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_machine = machine;
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@@ -1024,25 +1082,65 @@ namespace AnimatorAsCode.V0
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}
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else
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{
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newTransition = _machine.AddEntryTransition(_destinationNullableIfExits);
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if (_sourceNullableIfAny == null)
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{
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if (_destinationNullableIfExits.TryGetState(out var state))
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newTransition = _machine.AddEntryTransition(state);
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else if (_destinationNullableIfExits.TryGetStateMachine(out var stateMachine))
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newTransition = _machine.AddEntryTransition(stateMachine);
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else
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throw new InvalidOperationException("_destinationNullableIfExits is not null but does not contain an AnimatorState or AnimatorStateMachine");
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}
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// source will never be a state if we're cloning an AnimatorTransition
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else if (_sourceNullableIfAny.TryGetStateMachine(out var stateMachine))
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{
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if (_destinationNullableIfExits == null)
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newTransition = _machine.AddStateMachineExitTransition(stateMachine);
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else if (_destinationNullableIfExits.TryGetState(out var destinationState))
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newTransition = _machine.AddStateMachineTransition(stateMachine, destinationState);
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else if (_destinationNullableIfExits.TryGetStateMachine(out var destinationStateMachine))
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newTransition = _machine.AddStateMachineTransition(stateMachine, destinationStateMachine);
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else
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throw new InvalidOperationException("_destinationNullableIfExits is not null but does not contain an AnimatorState or AnimatorStateMachine");
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}
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else
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throw new InvalidOperationException("_sourceNullableIfAny is not null but does not contain an AnimatorStateMachine");
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}
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return newTransition;
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}
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private AnimatorStateTransition NewTransition()
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{
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AnimatorState state;
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AnimatorStateMachine stateMachine;
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if (_sourceNullableIfAny == null)
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{
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return _machine.AddAnyStateTransition(_destinationNullableIfExits);
|
||||
if (_destinationNullableIfExits.TryGetState(out state))
|
||||
return _machine.AddAnyStateTransition(state);
|
||||
if (_destinationNullableIfExits.TryGetStateMachine(out stateMachine))
|
||||
return _machine.AddAnyStateTransition(stateMachine);
|
||||
throw new InvalidOperationException("Transition has no source nor destination.");
|
||||
}
|
||||
|
||||
if (_destinationNullableIfExits == null)
|
||||
// source will never be a state machine if we're cloning an AnimatorStateTransition
|
||||
if (_sourceNullableIfAny.TryGetState(out var sourceState))
|
||||
{
|
||||
return _sourceNullableIfAny.AddExitTransition();
|
||||
}
|
||||
if (_destinationNullableIfExits == null)
|
||||
{
|
||||
return sourceState.AddExitTransition();
|
||||
}
|
||||
|
||||
return _sourceNullableIfAny.AddTransition(_destinationNullableIfExits);
|
||||
if (_destinationNullableIfExits.TryGetState(out state))
|
||||
{
|
||||
return sourceState.AddTransition(state);
|
||||
}
|
||||
|
||||
if (_destinationNullableIfExits.TryGetStateMachine(out stateMachine))
|
||||
return sourceState.AddTransition(stateMachine);
|
||||
throw new InvalidOperationException("_destinationNullableIfExits is not null but does not contain an AnimatorState or AnimatorStateMachine");
|
||||
}
|
||||
throw new InvalidOperationException("_sourceNullableIfAny is not null but does not contain an AnimatorState");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1072,4 +1170,42 @@ namespace AnimatorAsCode.V0
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
public class AacFlTransitionEndpoint
|
||||
{
|
||||
private readonly AnimatorState _state;
|
||||
private readonly AnimatorStateMachine _stateMachine;
|
||||
|
||||
public AacFlTransitionEndpoint([NotNull] AnimatorState state)
|
||||
{
|
||||
_state = state;
|
||||
}
|
||||
|
||||
public AacFlTransitionEndpoint([NotNull] AnimatorStateMachine stateMachine)
|
||||
{
|
||||
_stateMachine = stateMachine;
|
||||
}
|
||||
|
||||
public static implicit operator AacFlTransitionEndpoint([NotNull] AnimatorState state)
|
||||
{
|
||||
return new AacFlTransitionEndpoint(state);
|
||||
}
|
||||
|
||||
public static implicit operator AacFlTransitionEndpoint([NotNull] AnimatorStateMachine stateMachine)
|
||||
{
|
||||
return new AacFlTransitionEndpoint(stateMachine);
|
||||
}
|
||||
|
||||
public bool TryGetState(out AnimatorState state)
|
||||
{
|
||||
state = _state;
|
||||
return _state != null;
|
||||
}
|
||||
|
||||
public bool TryGetStateMachine(out AnimatorStateMachine stateMachine)
|
||||
{
|
||||
stateMachine = _stateMachine;
|
||||
return _stateMachine != null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user