Files
FlaxEngine/Source/Editor/Surface/AnimGraphSurface.cs
2021-01-02 14:28:49 +01:00

253 lines
9.2 KiB
C#

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEditor.Content;
using FlaxEditor.Scripting;
using FlaxEditor.Surface.ContextMenu;
using FlaxEngine;
using Animation = FlaxEditor.Surface.Archetypes.Animation;
namespace FlaxEditor.Surface
{
/// <summary>
/// The Visject Surface implementation for the animation graph editor.
/// </summary>
/// <seealso cref="FlaxEditor.Surface.VisjectSurface" />
[HideInEditor]
public class AnimGraphSurface : VisjectSurface
{
private static readonly List<GroupArchetype> StateMachineGroupArchetypes = new List<GroupArchetype>(new[]
{
// Customized Animations group with special nodes to use here
new GroupArchetype
{
GroupID = 9,
Name = "State Machine",
Color = new Color(105, 179, 160),
Archetypes = new[]
{
new NodeArchetype
{
TypeID = 20,
Create = (id, context, arch, groupArch) => new Animation.StateMachineState(id, context, arch, groupArch),
Title = "State",
Description = "The animation states machine state node",
Flags = NodeFlags.AnimGraph,
DefaultValues = new object[]
{
"State",
Utils.GetEmptyArray<byte>(),
Utils.GetEmptyArray<byte>(),
},
Size = new Vector2(100, 0),
},
}
}
});
private static readonly GroupArchetype StateMachineTransitionGroupArchetype = new GroupArchetype
{
GroupID = 9,
Name = "Transition",
Color = new Color(105, 179, 160),
Archetypes = new[]
{
new NodeArchetype
{
TypeID = 23,
Title = "Transition Source State Anim",
Description = "The animation state machine transition source state animation data information",
Flags = NodeFlags.AnimGraph,
Size = new Vector2(270, 110),
Elements = new[]
{
NodeElementArchetype.Factory.Output(0, "Length", typeof(float), 0),
NodeElementArchetype.Factory.Output(1, "Time", typeof(float), 1),
NodeElementArchetype.Factory.Output(2, "Normalized Time", typeof(float), 2),
NodeElementArchetype.Factory.Output(3, "Reaming Time", typeof(float), 3),
NodeElementArchetype.Factory.Output(4, "Reaming Normalized Time", typeof(float), 4),
}
},
}
};
/// <summary>
/// The state machine editing context menu.
/// </summary>
protected VisjectCM _cmStateMachineMenu;
/// <summary>
/// The state machine transition editing context menu.
/// </summary>
protected VisjectCM _cmStateMachineTransitionMenu;
private bool _isRegisteredForScriptsReload;
/// <inheritdoc />
public AnimGraphSurface(IVisjectSurfaceOwner owner, Action onSave, FlaxEditor.Undo undo)
: base(owner, onSave, undo)
{
// Find custom nodes for Anim Graph
var customNodes = Editor.Instance.CodeEditing.AnimGraphNodes.GetArchetypes();
if (customNodes != null && customNodes.Count > 0)
{
AddCustomNodes(customNodes);
// Check if any of the nodes comes from the game scripts - those can be reloaded at runtime so prevent crashes
if (Editor.Instance.CodeEditing.AnimGraphNodes.HasTypeFromGameScripts)
{
_isRegisteredForScriptsReload = true;
ScriptsBuilder.ScriptsReloadBegin += OnScriptsReloadBegin;
}
}
}
private void OnScriptsReloadBegin()
{
Owner.OnSurfaceClose();
// TODO: make reload soft: dispose default primary context menu, update existing custom nodes to new ones or remove if invalid
}
/// <inheritdoc />
protected override void OnContextChanged()
{
base.OnContextChanged();
VisjectCM menu = null;
// Override surface primary context menu for state machine editing
if (Context?.Context is Animation.StateMachine)
{
if (_cmStateMachineMenu == null)
{
_cmStateMachineMenu = new VisjectCM(new VisjectCM.InitInfo
{
Groups = StateMachineGroupArchetypes,
CanSpawnNode = arch => true,
});
_cmStateMachineMenu.ShowExpanded = true;
}
menu = _cmStateMachineMenu;
}
// Override surface primary context menu for state machine transition editing
if (Context?.Context is Animation.StateMachineTransition)
{
if (_cmStateMachineTransitionMenu == null)
{
_cmStateMachineTransitionMenu = new VisjectCM(new VisjectCM.InitInfo
{
Groups = NodeFactory.DefaultGroups,
CanSpawnNode = CanUseNodeType,
ParametersGetter = null,
CustomNodesGroup = GetCustomNodes(),
});
_cmStateMachineTransitionMenu.AddGroup(StateMachineTransitionGroupArchetype);
}
menu = _cmStateMachineTransitionMenu;
}
SetPrimaryMenu(menu);
}
/// <inheritdoc />
public override string GetTypeName(ScriptType type)
{
if (type.Type == typeof(void))
return "Skeleton Pose (local space)";
return base.GetTypeName(type);
}
/// <inheritdoc />
public override bool CanUseNodeType(NodeArchetype nodeArchetype)
{
return (nodeArchetype.Flags & NodeFlags.AnimGraph) != 0 && base.CanUseNodeType(nodeArchetype);
}
/// <inheritdoc />
protected override bool ValidateDragItem(AssetItem assetItem)
{
if (assetItem.IsOfType<SkeletonMask>())
return true;
if (assetItem.IsOfType<FlaxEngine.Animation>())
return true;
if (assetItem.IsOfType<AnimationGraphFunction>())
return true;
if (assetItem.IsOfType<GameplayGlobals>())
return true;
return base.ValidateDragItem(assetItem);
}
/// <inheritdoc />
protected override void HandleDragDropAssets(List<AssetItem> objects, DragDropEventArgs args)
{
for (int i = 0; i < objects.Count; i++)
{
var assetItem = objects[i];
SurfaceNode node = null;
if (assetItem.IsOfType<FlaxEngine.Animation>())
{
node = Context.SpawnNode(9, 2, args.SurfaceLocation, new object[]
{
assetItem.ID,
1.0f,
true,
0.0f,
});
}
else if (assetItem.IsOfType<SkeletonMask>())
{
node = Context.SpawnNode(9, 11, args.SurfaceLocation, new object[]
{
0.0f,
assetItem.ID,
});
}
else if (assetItem.IsOfType<AnimationGraphFunction>())
{
node = Context.SpawnNode(9, 24, args.SurfaceLocation, new object[] { assetItem.ID, });
}
else if (assetItem.IsOfType<GameplayGlobals>())
{
node = Context.SpawnNode(7, 16, args.SurfaceLocation, new object[]
{
assetItem.ID,
string.Empty,
});
}
if (node != null)
{
args.SurfaceLocation.X += node.Width + 10;
}
}
base.HandleDragDropAssets(objects, args);
}
/// <inheritdoc />
public override void OnDestroy()
{
if (_cmStateMachineMenu != null)
{
_cmStateMachineMenu.Dispose();
_cmStateMachineMenu = null;
}
if (_cmStateMachineTransitionMenu != null)
{
_cmStateMachineTransitionMenu.Dispose();
_cmStateMachineTransitionMenu = null;
}
if (_isRegisteredForScriptsReload)
{
_isRegisteredForScriptsReload = false;
ScriptsBuilder.ScriptsReloadBegin -= OnScriptsReloadBegin;
}
base.OnDestroy();
}
}
}