Commit Graph
38 Commits
Author SHA1 Message Date
Haï~ fbda5a01fa (BACKWARDS) Create anomalous default clip:
- Ensure backwards compatibility by creating an anomalous clip to be used by default on animators
2023-09-03 14:59:30 +02:00
Haï~ 9cbdd51964 (BREAKING) Fix double unit conversion when using Frames unit, potentially resulting in 1-keyframe animations. 2023-09-03 14:58:37 +02:00
galister 8b41ec953e add AacFlParameter<TParam> and AacFlNumericParameter<TParam>
in order to simplify the maintenance of extension methods
2022-12-16 22:43:52 +01:00
galister b9c7211867 refactor to VRChatExtensions 2022-12-16 21:32:49 +01:00
galister 5ca04dec04 allow a way to force non-local parameter driving (e.g. for randomize) 2022-12-16 21:28:12 +01:00
galister 53107d0a32 add missing meta files 2022-12-16 21:26:26 +01:00
galister 4bcc2fa6fd add DrivingRemaps and DrivingCopies 2022-12-16 21:25:14 +01:00
galister ea54506b53 VRC behaviors to work on both States and SSM's.
All VRC-specific behavior helpers are now extension
functions that can be called using AacAnimatorNode
2022-12-16 21:14:31 +01:00
galister 104e0d3ac3 allow moving AnimatorNode movements between States and SSMs 2022-12-16 21:14:31 +01:00
Haï~ 7bf965824d Use a Unity function to clear sub-state machines:
- The previous method may not have been safe for clearing assets.
2022-05-10 20:06:47 +02:00
Haï~ 46c7bf9000 Add CgeAacFlTransition.Automatically():
- This is equivalent to a transition that occurs after the animation is at least at 0 percent.
- It is meant to be used with sub state machine nodes exiting.
2022-05-10 20:06:47 +02:00
Haï~ 77d68dcc0f Add IAacDefaultsProvider.ConfigureStateMachine(...) to position the core nodes 2022-05-10 20:06:47 +02:00
Haï~ 955655fd6f Add AacFlStateMachine.WithParentStateMachinePosition(...) 2022-05-10 20:06:47 +02:00
Haï~ 1afdc600b3 Add AacFlState.AutomaticallyMovesTo(AacFlStateMachine) for parity:
- This brings parity with States, so that a state machine node can automatically move to another state.
2022-05-10 20:06:47 +02:00
Haï~ 928f4dfe79 Rename NewStateMachine to NewSubStateMachine so that it does not share the same prefix as the more commonly used ".NewState(...)" 2022-05-10 20:06:46 +02:00
Haï~ 261ea030c4 Replace single-letter template variable T with TNode 2022-05-10 20:06:46 +02:00
galister 838ed8cd38 add AacFlStateMachine.Restarts() for self-transitions 2022-05-10 20:03:40 +02:00
galister 5a7ae074cd format & refactor 2022-05-10 20:03:40 +02:00
galister e14e2850a5 default location of new nodes more to the right 2022-05-10 20:03:40 +02:00
galister d2ed56681c add support for sub-state machines 2022-05-10 20:03:40 +02:00
Haï~ 7369355a76 Make some functions in AacFlLayers return themselves instead of void:
- AacFlLayer.OverrideValue(...) overloads now returns itself.
- AacFlLayer.WithAvatarMask(...) now returns itself.
- AacFlLayer.WithAvatarMaskNoTransforms(...) now returns itself.
- AacFlLayer.ResolveAvatarMask(...) now returns itself.
- Other void-returning functions in AAC do not return themselves because:
  - Some of them are meant to be used for cleanup purposes rather than for build purposes, so returning void here creates a usability gap to draw attention.
  - The ones used in animation keyframes marks it as the last operation that consumes the chain, as further calls would not be logical (i.e. .WithOneFrame(...).WithAnimationCurve(...))
2022-05-10 20:02:55 +02:00
Haï~ 8bbf482210 Add AacFlState.PoseSpaceEntered(...), PoseSpaceExited, PoseSpaceEnteredPercent, and PoseSpaceExitedPercent:
- Add AadFlState.PoseSpaceEntered(...) with 0-duration default overload.
- Add AadFlState.PoseSpaceExited(...) with 0-duration default overload.
- Add AadFlState.PoseSpaceEnteredPercent(...)
- Add AadFlState.PoseSpaceExitedPercent(...)
2022-05-10 20:02:55 +02:00
Haï~ 508b458fba Add AacFlState.WithCycleOffset(...), WithCycleOffsetSetTo, and WithSpeedSetTo:
- Add AacFlState.WithCycleOffset(...)
- Add AacFlState.WithCycleOffsetSetTo(...) which takes a fixed value.
- Add AacFlState.WithSpeedSetTo(...) which takes a fixed value. AacFlState.WithSpeed(...) already exists.
2022-05-10 20:02:55 +02:00
Haï~ f846228d82 Add AacFlTransition.WithInterruption(...):
- Add AacFlTransition.WithInterruption(...). This may replace AacFlTransition.WithSourceInterruption(...)
2022-05-10 20:02:55 +02:00
Haï~ 4d6aa08314 Add AacFlState.PlayableEnables(...), PlayableDisables, and PlayableSets:
- Add AacFlState.PlayableEnables(...) with 0-duration default overload.
  This function is exposed with the assumption that Playable Layer Control would often be used with a all-or-nothing weight.
- Add AacFlState.PlayableDisables(...) with 0-duration default overload.
- Add AacFlState.PlayableSets(...) to control everything about the behaviour.
2022-05-10 20:02:55 +02:00
Haï~ 48855de6ce Document the use of WithDefaultState:
- Document how WithDefaultState differs from Entry transitions.
2022-03-20 05:19:04 +01:00
Haï~ c7a6684e75 Fix Animates documentation was incorrect:
- Fix Animates documentation used to describe animating the enabled property of a Component, which was not the case.
2022-03-20 05:19:04 +01:00
Haï~ 2ea5b42092 Add AacFlSettingCurve.WithAnimationCurve(...) to animate using traditional AnimationCurve objects:
- Add WithAnimationCurve to animate using traditional AnimationCurve objects
2022-03-20 05:19:04 +01:00
Haï~ 573fc7eaef Add AacFlLayer.WithDefaultState(...) to change the default state:
- Add WithDefaultState to change the default state of a layer
2022-03-20 05:19:04 +01:00
Haï~ e31fbb1586 Update README.md 2022-03-10 21:45:33 +01:00
Haï~ 010f2f17f5 Add missing Driving overloads:
- DrivingIncreases for int
- DrivingDecreases for int
- DrivingRandomizesLocally for bool
- Fix documentation
2022-03-07 13:36:25 +01:00
Haï~ 739292efdb Add Introduction 2022-02-28 15:24:37 +01:00
Haï~ 276c8d3ddf Add Reference 2022-02-28 15:24:37 +01:00
Haï~ 9ba8fa3520 Rename AreLesserThan to AreLessThan (Breaking):
- Breaking change: Rename AreLesserThan to AreLessThan, to match the singular counterparts
2022-02-27 23:28:46 +01:00
Haï~ e532cd82ac Make avatar buildable, and improve examples:
- Surround example code with UNITY_EDITOR condition
- Change assembly definition to depend on VRC
- Improve Example 3: Make it animate a wedge
- Improve ExampleManual Placing States: Add zero argument overload
2022-02-27 22:05:43 +01:00
Haï~ 30a970d043 Add FUNDING.yml 2022-02-27 20:16:34 +01:00
Haï~ 58c51926a7 Add Animator As Code 2022-02-27 20:16:34 +01:00
Haï~ 16199f7614 Initial commit 2021-05-07 12:42:29 +02:00