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1373 行
59 KiB
1373 行
59 KiB
#if COM_UNITY_MODULES_ANIMATION
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor.Animations;
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#endif
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namespace Unity.Netcode.Components
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{
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internal class NetworkAnimatorStateChangeHandler : INetworkUpdateSystem
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{
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private NetworkAnimator m_NetworkAnimator;
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private bool m_IsServer;
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/// <summary>
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/// This removes sending RPCs from within RPCs when the
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/// server is forwarding updates from clients to clients
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/// As well this handles newly connected client synchronization
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/// of the existing Animator's state.
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/// </summary>
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private void FlushMessages()
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{
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foreach (var clientId in m_ClientsToSynchronize)
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{
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m_NetworkAnimator.ServerSynchronizeNewPlayer(clientId);
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}
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m_ClientsToSynchronize.Clear();
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foreach (var sendEntry in m_SendParameterUpdates)
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{
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m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
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}
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m_SendParameterUpdates.Clear();
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foreach (var sendEntry in m_SendTriggerUpdates)
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{
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if (!sendEntry.SendToServer)
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{
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m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
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}
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else
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{
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m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
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}
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}
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m_SendTriggerUpdates.Clear();
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}
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/// <inheritdoc />
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public void NetworkUpdate(NetworkUpdateStage updateStage)
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{
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if(m_NetworkAnimator.Animator==null)return;
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switch (updateStage)
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{
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case NetworkUpdateStage.PreUpdate:
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{
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// Only the owner or the server send messages
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if (m_NetworkAnimator.IsOwner || m_IsServer)
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{
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// Flush any pending messages
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FlushMessages();
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}
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// Everyone applies any parameters updated
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foreach (var parameterUpdate in m_ProcessParameterUpdates)
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{
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m_NetworkAnimator.UpdateParameters(parameterUpdate);
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}
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m_ProcessParameterUpdates.Clear();
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foreach (var animationTrigger in m_ProcessAnimationTriggers)
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{
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m_NetworkAnimator.InternalSetTrigger(animationTrigger.Hash, animationTrigger.IsTriggerSet);
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}
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m_ProcessAnimationTriggers.Clear();
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// Only owners check for Animator changes
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if (m_NetworkAnimator.IsOwner && !m_NetworkAnimator.IsServerAuthoritative() || m_NetworkAnimator.IsServerAuthoritative() && m_NetworkAnimator.NetworkManager.IsServer)
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{
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m_NetworkAnimator.CheckForAnimatorChanges();
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}
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break;
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}
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}
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}
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/// <summary>
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/// Clients that need to be synchronized to the relative Animator
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/// </summary>
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private List<ulong> m_ClientsToSynchronize = new List<ulong>();
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/// <summary>
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/// When a new client is connected, they are added to the
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/// m_ClientsToSynchronize list.
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/// </summary>
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internal void SynchronizeClient(ulong clientId)
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{
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m_ClientsToSynchronize.Add(clientId);
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}
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/// <summary>
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/// A pending outgoing Animation update for (n) clients
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/// </summary>
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private struct AnimationUpdate
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{
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public ClientRpcParams ClientRpcParams;
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public NetworkAnimator.AnimationMessage AnimationMessage;
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}
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private List<AnimationUpdate> m_SendAnimationUpdates = new List<AnimationUpdate>();
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/// <summary>
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/// Invoked when a server needs to forwarding an update to the animation state
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/// </summary>
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internal void SendAnimationUpdate(NetworkAnimator.AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
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{
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m_SendAnimationUpdates.Add(new AnimationUpdate() { ClientRpcParams = clientRpcParams, AnimationMessage = animationMessage });
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}
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private struct ParameterUpdate
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{
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public ClientRpcParams ClientRpcParams;
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public NetworkAnimator.ParametersUpdateMessage ParametersUpdateMessage;
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}
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private List<ParameterUpdate> m_SendParameterUpdates = new List<ParameterUpdate>();
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/// <summary>
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/// Invoked when a server needs to forwarding an update to the parameter state
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/// </summary>
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internal void SendParameterUpdate(NetworkAnimator.ParametersUpdateMessage parametersUpdateMessage, ClientRpcParams clientRpcParams = default)
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{
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m_SendParameterUpdates.Add(new ParameterUpdate() { ClientRpcParams = clientRpcParams, ParametersUpdateMessage = parametersUpdateMessage });
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}
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private List<NetworkAnimator.ParametersUpdateMessage> m_ProcessParameterUpdates = new List<NetworkAnimator.ParametersUpdateMessage>();
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internal void ProcessParameterUpdate(NetworkAnimator.ParametersUpdateMessage parametersUpdateMessage)
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{
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m_ProcessParameterUpdates.Add(parametersUpdateMessage);
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}
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private List<NetworkAnimator.AnimationTriggerMessage> m_ProcessAnimationTriggers = new List<NetworkAnimator.AnimationTriggerMessage>();
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internal void ProcessAnimationTriggers(NetworkAnimator.AnimationTriggerMessage animationTriggerMessage)
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{
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m_ProcessAnimationTriggers.Add(animationTriggerMessage);
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}
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private struct TriggerUpdate
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{
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public bool SendToServer;
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public ClientRpcParams ClientRpcParams;
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public NetworkAnimator.AnimationTriggerMessage AnimationTriggerMessage;
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}
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private List<TriggerUpdate> m_SendTriggerUpdates = new List<TriggerUpdate>();
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/// <summary>
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/// Invoked when a server needs to forward an update to a Trigger state
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/// </summary>
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internal void QueueTriggerUpdateToClient(NetworkAnimator.AnimationTriggerMessage animationTriggerMessage, ClientRpcParams clientRpcParams = default)
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{
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m_SendTriggerUpdates.Add(new TriggerUpdate() { ClientRpcParams = clientRpcParams, AnimationTriggerMessage = animationTriggerMessage });
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}
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internal void QueueTriggerUpdateToServer(NetworkAnimator.AnimationTriggerMessage animationTriggerMessage)
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{
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m_SendTriggerUpdates.Add(new TriggerUpdate() { AnimationTriggerMessage = animationTriggerMessage, SendToServer = true });
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}
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private Queue<NetworkAnimator.AnimationMessage> m_AnimationMessageQueue = new Queue<NetworkAnimator.AnimationMessage>();
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internal void AddAnimationMessageToProcessQueue(NetworkAnimator.AnimationMessage message)
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{
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m_AnimationMessageQueue.Enqueue(message);
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}
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internal void DeregisterUpdate()
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{
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NetworkUpdateLoop.UnregisterNetworkUpdate(this, NetworkUpdateStage.PreUpdate);
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}
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internal NetworkAnimatorStateChangeHandler(NetworkAnimator networkAnimator)
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{
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m_NetworkAnimator = networkAnimator;
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m_IsServer = networkAnimator.NetworkManager.IsServer;
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NetworkUpdateLoop.RegisterNetworkUpdate(this, NetworkUpdateStage.PreUpdate);
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}
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}
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/// <summary>
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/// NetworkAnimator enables remote synchronization of <see cref="UnityEngine.Animator"/> state for on network objects.
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/// </summary>
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[AddComponentMenu("Netcode/Network Animator")]
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// [RequireComponent(typeof(Animator))]
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public class NetworkAnimator : NetworkBehaviour, ISerializationCallbackReceiver
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{
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[Serializable]
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internal class TransitionStateinfo
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{
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public int Layer;
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public int OriginatingState;
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public int DestinationState;
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public float TransitionDuration;
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public int TriggerNameHash;
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public int TransitionIndex;
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}
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/// <summary>
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/// Used to build the destination state to transition info table
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/// </summary>
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[SerializeField]
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internal List<TransitionStateinfo> TransitionStateInfoList;
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// Used to get the associated transition information required to synchronize late joining clients with transitions
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// [Layer][DestinationState][TransitionStateInfo]
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private Dictionary<int, Dictionary<int, TransitionStateinfo>> m_DestinationStateToTransitioninfo = new Dictionary<int, Dictionary<int, TransitionStateinfo>>();
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/// <summary>
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/// Builds the m_DestinationStateToTransitioninfo lookup table
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/// </summary>
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private void BuildDestinationToTransitionInfoTable()
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{
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foreach (var entry in TransitionStateInfoList)
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{
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if (!m_DestinationStateToTransitioninfo.ContainsKey(entry.Layer))
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{
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m_DestinationStateToTransitioninfo.Add(entry.Layer, new Dictionary<int, TransitionStateinfo>());
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}
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var destinationStateTransitionInfo = m_DestinationStateToTransitioninfo[entry.Layer];
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if (!destinationStateTransitionInfo.ContainsKey(entry.DestinationState))
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{
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destinationStateTransitionInfo.Add(entry.DestinationState, entry);
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}
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}
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}
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[ContextMenu("BuildTransitionStateInfoList")]
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/// <summary>
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/// Creates the TransitionStateInfoList table
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/// </summary>
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private void BuildTransitionStateInfoList()
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{
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#if UNITY_EDITOR
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if (UnityEditor.EditorApplication.isUpdating)
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{
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return;
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}
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if(m_Animator==null)
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{
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return;
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}
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var animatorController = m_Animator.runtimeAnimatorController as AnimatorController;
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if (animatorController == null)
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{
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return;
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}
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TransitionStateInfoList = new List<TransitionStateinfo>();
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for (int x = 0; x < animatorController.layers.Length; x++)
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{
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var layer = animatorController.layers[x];
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for (int y = 0; y < layer.stateMachine.states.Length; y++)
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{
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var animatorState = layer.stateMachine.states[y].state;
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var transitions = layer.stateMachine.GetStateMachineTransitions(layer.stateMachine);
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for (int z = 0; z < animatorState.transitions.Length; z++)
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{
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var transition = animatorState.transitions[z];
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if (transition.conditions.Length == 0 && transition.isExit)
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{
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// We don't need to worry about exit transitions with no conditions
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continue;
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}
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foreach (var condition in transition.conditions)
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{
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var parameterName = condition.parameter;
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var parameters = animatorController.parameters;
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foreach (var parameter in parameters)
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{
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switch (parameter.type)
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{
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case AnimatorControllerParameterType.Trigger:
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{
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// Match the condition with an existing trigger
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if (parameterName == parameter.name)
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{
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var transitionInfo = new TransitionStateinfo()
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{
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Layer = x,
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OriginatingState = animatorState.nameHash,
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DestinationState = transition.destinationState?.nameHash??0,
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TransitionDuration = transition.duration,
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TriggerNameHash = parameter.nameHash,
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TransitionIndex = z
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};
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TransitionStateInfoList.Add(transitionInfo);
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}
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break;
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}
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default:
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break;
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}
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}
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}
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}
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}
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}
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#endif
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}
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public void OnAfterDeserialize()
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{
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BuildDestinationToTransitionInfoTable();
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}
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public void OnBeforeSerialize()
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{
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BuildTransitionStateInfoList();
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}
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internal struct AnimationState : INetworkSerializable
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{
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// Not to be serialized, used for processing the animation state
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internal bool HasBeenProcessed;
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internal int StateHash;
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internal float NormalizedTime;
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internal int Layer;
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internal float Weight;
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// For synchronizing transitions
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internal bool Transition;
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// The StateHash is where the transition starts
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// and the DestinationStateHash is the destination state
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internal int DestinationStateHash;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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if (serializer.IsWriter)
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{
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var writer = serializer.GetFastBufferWriter();
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var writeSize = FastBufferWriter.GetWriteSize(Transition);
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writeSize += FastBufferWriter.GetWriteSize(StateHash);
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writeSize += FastBufferWriter.GetWriteSize(NormalizedTime);
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writeSize += FastBufferWriter.GetWriteSize(Layer);
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writeSize += FastBufferWriter.GetWriteSize(Weight);
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if (Transition)
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{
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writeSize += FastBufferWriter.GetWriteSize(DestinationStateHash);
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}
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if (!writer.TryBeginWrite(writeSize))
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{
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throw new OverflowException($"[{GetType().Name}] Could not serialize: Out of buffer space.");
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}
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writer.WriteValue(Transition);
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writer.WriteValue(StateHash);
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writer.WriteValue(NormalizedTime);
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writer.WriteValue(Layer);
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writer.WriteValue(Weight);
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if (Transition)
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{
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writer.WriteValue(DestinationStateHash);
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}
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}
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else
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{
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var reader = serializer.GetFastBufferReader();
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// Begin reading the Transition flag
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if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(Transition)))
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{
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throw new OverflowException($"[{GetType().Name}] Could not deserialize: Out of buffer space.");
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}
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reader.ReadValue(out Transition);
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// Now determine what remains to be read
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var readSize = FastBufferWriter.GetWriteSize(StateHash);
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readSize += FastBufferWriter.GetWriteSize(NormalizedTime);
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readSize += FastBufferWriter.GetWriteSize(Layer);
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readSize += FastBufferWriter.GetWriteSize(Weight);
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if (Transition)
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{
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readSize += FastBufferWriter.GetWriteSize(DestinationStateHash);
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}
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// Now read the remaining information about this AnimationState
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if (!reader.TryBeginRead(readSize))
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{
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throw new OverflowException($"[{GetType().Name}] Could not deserialize: Out of buffer space.");
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}
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reader.ReadValue(out StateHash);
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reader.ReadValue(out NormalizedTime);
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reader.ReadValue(out Layer);
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reader.ReadValue(out Weight);
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if (Transition)
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{
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reader.ReadValue(out DestinationStateHash);
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}
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}
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}
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}
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internal struct AnimationMessage : INetworkSerializable
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{
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// Not to be serialized, used for processing the animation message
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internal bool HasBeenProcessed;
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// This is preallocated/populated in OnNetworkSpawn for all instances in the event ownership or
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// authority changes. When serializing, IsDirtyCount determines how many AnimationState entries
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// should be serialized from the list. When deserializing the list is created and populated with
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// only the number of AnimationStates received which is dictated by the deserialized IsDirtyCount.
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internal List<AnimationState> AnimationStates;
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// Used to determine how many AnimationState entries we are sending or receiving
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internal int IsDirtyCount;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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var animationState = new AnimationState();
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if (serializer.IsReader)
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{
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AnimationStates = new List<AnimationState>();
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serializer.SerializeValue(ref IsDirtyCount);
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// Since we create a new AnimationMessage when deserializing
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// we need to create new animation states for each incoming
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// AnimationState being updated
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for (int i = 0; i < IsDirtyCount; i++)
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{
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animationState = new AnimationState();
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serializer.SerializeValue(ref animationState);
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AnimationStates.Add(animationState);
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}
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}
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else
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{
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// When writing, only send the counted dirty animation states
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serializer.SerializeValue(ref IsDirtyCount);
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for (int i = 0; i < IsDirtyCount; i++)
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{
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animationState = AnimationStates[i];
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serializer.SerializeNetworkSerializable(ref animationState);
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}
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}
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}
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}
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internal struct ParametersUpdateMessage : INetworkSerializable
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{
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internal byte[] Parameters;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref Parameters);
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}
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}
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internal struct AnimationTriggerMessage : INetworkSerializable
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{
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internal int Hash;
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internal bool IsTriggerSet;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref Hash);
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serializer.SerializeValue(ref IsTriggerSet);
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}
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}
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[SerializeField] private Animator m_Animator;
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public Animator Animator
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{
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get { return m_Animator; }
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set
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{
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m_Animator = value;
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}
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}
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internal bool IsServerAuthoritative()
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{
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return OnIsServerAuthoritative();
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}
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/// <summary>
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/// Override this method and return false to switch to owner authoritative mode
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/// </summary>
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protected virtual bool OnIsServerAuthoritative()
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{
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return true;
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}
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// Animators only support up to 32 parameters
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// TODO: Look into making this a range limited property
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private const int k_MaxAnimationParams = 32;
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private int[] m_TransitionHash;
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private int[] m_AnimationHash;
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private float[] m_LayerWeights;
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private static byte[] s_EmptyArray = new byte[] { };
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private NetworkAnimatorStateChangeHandler m_NetworkAnimatorStateChangeHandler;
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private unsafe struct AnimatorParamCache
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{
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internal int Hash;
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internal int Type;
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internal fixed byte Value[4]; // this is a max size of 4 bytes
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}
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// 128 bytes per Animator
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private FastBufferWriter m_ParameterWriter = new FastBufferWriter(k_MaxAnimationParams * sizeof(float), Allocator.Persistent);
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private NativeArray<AnimatorParamCache> m_CachedAnimatorParameters;
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// We cache these values because UnsafeUtility.EnumToInt uses direct IL that allows a non-boxing conversion
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private struct AnimationParamEnumWrapper
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{
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internal static readonly int AnimatorControllerParameterInt;
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internal static readonly int AnimatorControllerParameterFloat;
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internal static readonly int AnimatorControllerParameterBool;
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internal static readonly int AnimatorControllerParameterTriggerBool;
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static AnimationParamEnumWrapper()
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{
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AnimatorControllerParameterInt = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Int);
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AnimatorControllerParameterFloat = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Float);
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AnimatorControllerParameterBool = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Bool);
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AnimatorControllerParameterTriggerBool = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Trigger);
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}
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}
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private void Cleanup()
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{
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if (m_NetworkAnimatorStateChangeHandler != null)
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{
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m_NetworkAnimatorStateChangeHandler.DeregisterUpdate();
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m_NetworkAnimatorStateChangeHandler = null;
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}
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if (m_CachedNetworkManager != null)
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{
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m_CachedNetworkManager.OnClientConnectedCallback -= OnClientConnectedCallback;
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}
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if (m_CachedAnimatorParameters != null && m_CachedAnimatorParameters.IsCreated)
|
|
{
|
|
m_CachedAnimatorParameters.Dispose();
|
|
}
|
|
if (m_ParameterWriter.IsInitialized)
|
|
{
|
|
m_ParameterWriter.Dispose();
|
|
}
|
|
}
|
|
|
|
public override void OnDestroy()
|
|
{
|
|
Cleanup();
|
|
base.OnDestroy();
|
|
}
|
|
|
|
private List<int> m_ParametersToUpdate;
|
|
private List<ulong> m_ClientSendList;
|
|
private ClientRpcParams m_ClientRpcParams;
|
|
private AnimationMessage m_AnimationMessage;
|
|
|
|
/// <summary>
|
|
/// Used for integration test to validate that the
|
|
/// AnimationMessage.AnimationStates remains the same
|
|
/// size as the layer count.
|
|
/// </summary>
|
|
internal AnimationMessage GetAnimationMessage()
|
|
{
|
|
return m_AnimationMessage;
|
|
}
|
|
|
|
// Only used in Cleanup
|
|
private NetworkManager m_CachedNetworkManager;
|
|
|
|
/// <inheritdoc/>
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
if(m_Animator==null)return;
|
|
InitRuntime();
|
|
}
|
|
public void InitRuntime()
|
|
{
|
|
int layers = m_Animator.layerCount;
|
|
|
|
// Initializing the below arrays for everyone handles an issue
|
|
// when running in owner authoritative mode and the owner changes.
|
|
m_TransitionHash = new int[layers];
|
|
m_AnimationHash = new int[layers];
|
|
m_LayerWeights = new float[layers];
|
|
|
|
if (IsServer)
|
|
{
|
|
m_ClientSendList = new List<ulong>(128);
|
|
m_ClientRpcParams = new ClientRpcParams();
|
|
m_ClientRpcParams.Send = new ClientRpcSendParams();
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
|
|
// Cache the NetworkManager instance to remove the OnClientConnectedCallback subscription
|
|
m_CachedNetworkManager = NetworkManager;
|
|
NetworkManager.OnClientConnectedCallback += OnClientConnectedCallback;
|
|
}
|
|
// We initialize the m_AnimationMessage for all instances in the event that
|
|
// ownership or authority changes during runtime.
|
|
m_AnimationMessage = new AnimationMessage();
|
|
m_AnimationMessage.AnimationStates = new List<AnimationState>();
|
|
|
|
// Store off our current layer weights and create our animation
|
|
// state entries per layer.
|
|
for (int layer = 0; layer < m_Animator.layerCount; layer++)
|
|
{
|
|
// We create an AnimationState per layer to preallocate the maximum
|
|
// number of possible AnimationState changes we could send in one
|
|
// AnimationMessage.
|
|
m_AnimationMessage.AnimationStates.Add(new AnimationState());
|
|
float layerWeightNow = m_Animator.GetLayerWeight(layer);
|
|
if (layerWeightNow != m_LayerWeights[layer])
|
|
{
|
|
m_LayerWeights[layer] = layerWeightNow;
|
|
}
|
|
}
|
|
|
|
// Build our reference parameter values to detect when they change
|
|
var parameters = m_Animator.parameters;
|
|
m_CachedAnimatorParameters = new NativeArray<AnimatorParamCache>(parameters.Length, Allocator.Persistent);
|
|
m_ParametersToUpdate = new List<int>(parameters.Length);
|
|
for (var i = 0; i < parameters.Length; i++)
|
|
{
|
|
var parameter = parameters[i];
|
|
|
|
if (m_Animator.IsParameterControlledByCurve(parameter.nameHash))
|
|
{
|
|
// we are ignoring parameters that are controlled by animation curves - syncing the layer
|
|
// states indirectly syncs the values that are driven by the animation curves
|
|
continue;
|
|
}
|
|
|
|
var cacheParam = new AnimatorParamCache
|
|
{
|
|
Type = UnsafeUtility.EnumToInt(parameter.type),
|
|
Hash = parameter.nameHash
|
|
};
|
|
|
|
unsafe
|
|
{
|
|
switch (parameter.type)
|
|
{
|
|
case AnimatorControllerParameterType.Float:
|
|
var value = m_Animator.GetFloat(cacheParam.Hash);
|
|
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, value);
|
|
break;
|
|
case AnimatorControllerParameterType.Int:
|
|
var valueInt = m_Animator.GetInteger(cacheParam.Hash);
|
|
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, valueInt);
|
|
break;
|
|
case AnimatorControllerParameterType.Bool:
|
|
var valueBool = m_Animator.GetBool(cacheParam.Hash);
|
|
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, valueBool);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_CachedAnimatorParameters[i] = cacheParam;
|
|
}
|
|
m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
|
|
}
|
|
/// <inheritdoc/>
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
Cleanup();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronizes newly joined players
|
|
/// </summary>
|
|
internal void ServerSynchronizeNewPlayer(ulong playerId)
|
|
{
|
|
m_ClientSendList.Clear();
|
|
m_ClientSendList.Add(playerId);
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
// With synchronization we send all parameters
|
|
m_ParametersToUpdate.Clear();
|
|
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
}
|
|
SendParametersUpdate(m_ClientRpcParams);
|
|
|
|
// Reset the dirty count before synchronizing the newly connected client with all layers
|
|
m_AnimationMessage.IsDirtyCount = 0;
|
|
|
|
for (int layer = 0; layer < m_Animator.layerCount; layer++)
|
|
{
|
|
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
|
var stateHash = st.fullPathHash;
|
|
var normalizedTime = st.normalizedTime;
|
|
var isInTransition = m_Animator.IsInTransition(layer);
|
|
|
|
// Grab one of the available AnimationState entries so we can fill it with the current
|
|
// layer's animation state.
|
|
var animationState = m_AnimationMessage.AnimationStates[layer];
|
|
|
|
// Synchronizing transitions with trigger conditions for late joining clients is now
|
|
// handled by cross fading between the late joining client's current layer's AnimationState
|
|
// and the transition's destination AnimationState.
|
|
if (isInTransition)
|
|
{
|
|
var tt = m_Animator.GetAnimatorTransitionInfo(layer);
|
|
var nextState = m_Animator.GetNextAnimatorStateInfo(layer);
|
|
|
|
if (nextState.length > 0)
|
|
{
|
|
var nextStateTotalSpeed = nextState.speed * nextState.speedMultiplier;
|
|
var nextStateAdjustedLength = nextState.length * nextStateTotalSpeed;
|
|
// TODO: We need to get the transition curve for the target state as well as some
|
|
// reasonable RTT estimate in order to get a more precise normalized synchronization time
|
|
var transitionTime = Mathf.Min(tt.duration, tt.duration * tt.normalizedTime) * 0.5f;
|
|
normalizedTime = Mathf.Min(1.0f, transitionTime > 0.0f ? transitionTime / nextStateAdjustedLength : 0.0f);
|
|
}
|
|
else
|
|
{
|
|
normalizedTime = 0.0f;
|
|
}
|
|
stateHash = nextState.fullPathHash;
|
|
|
|
// Use the destination state to transition info lookup table to see if this is a transition we can
|
|
// synchronize using cross fading
|
|
if (m_DestinationStateToTransitioninfo.ContainsKey(layer))
|
|
{
|
|
if (m_DestinationStateToTransitioninfo[layer].ContainsKey(nextState.shortNameHash))
|
|
{
|
|
var destinationInfo = m_DestinationStateToTransitioninfo[layer][nextState.shortNameHash];
|
|
stateHash = destinationInfo.OriginatingState;
|
|
// Set the destination state to cross fade to from the originating state
|
|
animationState.DestinationStateHash = destinationInfo.DestinationState;
|
|
}
|
|
}
|
|
}
|
|
|
|
animationState.Transition = isInTransition; // The only time this could be set to true
|
|
animationState.StateHash = stateHash; // When a transition, this is the originating/starting state
|
|
animationState.NormalizedTime = normalizedTime;
|
|
animationState.Layer = layer;
|
|
animationState.Weight = m_LayerWeights[layer];
|
|
|
|
// Apply the changes
|
|
m_AnimationMessage.AnimationStates[layer] = animationState;
|
|
}
|
|
// Send all animation states
|
|
m_AnimationMessage.IsDirtyCount = m_Animator.layerCount;
|
|
SendAnimStateClientRpc(m_AnimationMessage, m_ClientRpcParams);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Required for the server to synchronize newly joining players
|
|
/// </summary>
|
|
private void OnClientConnectedCallback(ulong playerId)
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.SynchronizeClient(playerId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks for changes in both Animator parameters and state.
|
|
/// </summary>
|
|
internal void CheckForAnimatorChanges()
|
|
{
|
|
if (!IsOwner && !IsServerAuthoritative() || IsServerAuthoritative() && !IsServer)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (CheckParametersChanged())
|
|
{
|
|
SendParametersUpdate(sendDirect: true);
|
|
}
|
|
|
|
if (m_Animator.runtimeAnimatorController == null)
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
Debug.LogError($"[{GetType().Name}] Could not find an assigned {nameof(RuntimeAnimatorController)}! Cannot check {nameof(Animator)} for changes in state!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
int stateHash;
|
|
float normalizedTime;
|
|
|
|
// Reset the dirty count before checking for AnimationState updates
|
|
m_AnimationMessage.IsDirtyCount = 0;
|
|
|
|
// This sends updates only if a layer's state has changed
|
|
for (int layer = 0; layer < m_Animator.layerCount; layer++)
|
|
{
|
|
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
|
var totalSpeed = st.speed * st.speedMultiplier;
|
|
var adjustedNormalizedMaxTime = totalSpeed > 0.0f ? 1.0f / totalSpeed : 0.0f;
|
|
|
|
if (!CheckAnimStateChanged(out stateHash, out normalizedTime, layer))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If we made it here, then we need to synchronize this layer's animation state.
|
|
// Get one of the preallocated AnimationState entries and populate it with the
|
|
// current layer's state.
|
|
var animationState = m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount];
|
|
|
|
animationState.Transition = false; // Only used during synchronization
|
|
animationState.StateHash = stateHash;
|
|
animationState.NormalizedTime = normalizedTime;
|
|
animationState.Layer = layer;
|
|
animationState.Weight = m_LayerWeights[layer];
|
|
|
|
// Apply the changes
|
|
m_AnimationMessage.AnimationStates[m_AnimationMessage.IsDirtyCount] = animationState;
|
|
m_AnimationMessage.IsDirtyCount++;
|
|
}
|
|
|
|
// Send an AnimationMessage only if there are dirty AnimationStates to send
|
|
if (m_AnimationMessage.IsDirtyCount > 0)
|
|
{
|
|
if (!IsServer && IsOwner)
|
|
{
|
|
SendAnimStateServerRpc(m_AnimationMessage);
|
|
}
|
|
else
|
|
{
|
|
SendAnimStateClientRpc(m_AnimationMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SendParametersUpdate(ClientRpcParams clientRpcParams = default, bool sendDirect = false)
|
|
{
|
|
m_ParameterWriter.Seek(0);
|
|
m_ParameterWriter.Truncate();
|
|
|
|
WriteParameters(m_ParameterWriter, sendDirect);
|
|
|
|
var parametersMessage = new ParametersUpdateMessage
|
|
{
|
|
Parameters = m_ParameterWriter.ToArray()
|
|
};
|
|
|
|
if (!IsServer)
|
|
{
|
|
SendParametersUpdateServerRpc(parametersMessage);
|
|
}
|
|
else
|
|
{
|
|
if (sendDirect)
|
|
{
|
|
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
|
}
|
|
else
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper function to get the cached value
|
|
/// </summary>
|
|
unsafe private T GetValue<T>(ref AnimatorParamCache animatorParamCache)
|
|
{
|
|
T currentValue;
|
|
fixed (void* value = animatorParamCache.Value)
|
|
{
|
|
currentValue = UnsafeUtility.ReadArrayElement<T>(value, 0);
|
|
}
|
|
return currentValue;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any of the Animator's parameters have changed
|
|
/// If so, it fills out m_ParametersToUpdate with the indices of the parameters
|
|
/// that have changed. Returns true if any parameters changed.
|
|
/// </summary>
|
|
unsafe private bool CheckParametersChanged()
|
|
{
|
|
m_ParametersToUpdate.Clear();
|
|
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
|
|
{
|
|
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), i);
|
|
var hash = cacheValue.Hash;
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
|
|
{
|
|
var valueInt = m_Animator.GetInteger(hash);
|
|
var currentValue = GetValue<int>(ref cacheValue);
|
|
if (currentValue != valueInt)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
continue;
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
|
|
{
|
|
var valueBool = m_Animator.GetBool(hash);
|
|
var currentValue = GetValue<bool>(ref cacheValue);
|
|
if (currentValue != valueBool)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
continue;
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
|
{
|
|
var valueFloat = m_Animator.GetFloat(hash);
|
|
var currentValue = GetValue<float>(ref cacheValue);
|
|
if (currentValue != valueFloat)
|
|
{
|
|
m_ParametersToUpdate.Add(i);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
return m_ParametersToUpdate.Count > 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any of the Animator's states have changed
|
|
/// </summary>
|
|
private bool CheckAnimStateChanged(out int stateHash, out float normalizedTime, int layer)
|
|
{
|
|
stateHash = 0;
|
|
normalizedTime = 0;
|
|
|
|
float layerWeightNow = m_Animator.GetLayerWeight(layer);
|
|
if (layerWeightNow != m_LayerWeights[layer])
|
|
{
|
|
m_LayerWeights[layer] = layerWeightNow;
|
|
return true;
|
|
}
|
|
|
|
if (m_Animator.IsInTransition(layer))
|
|
{
|
|
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(layer);
|
|
if (tt.fullPathHash != m_TransitionHash[layer])
|
|
{
|
|
// first time in this transition for this layer
|
|
m_TransitionHash[layer] = tt.fullPathHash;
|
|
m_AnimationHash[layer] = 0;
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
|
|
if (st.fullPathHash != m_AnimationHash[layer])
|
|
{
|
|
// first time in this animation state
|
|
if (m_AnimationHash[layer] != 0)
|
|
{
|
|
// came from another animation directly - from Play()
|
|
stateHash = st.fullPathHash;
|
|
normalizedTime = st.normalizedTime;
|
|
}
|
|
m_TransitionHash[layer] = 0;
|
|
m_AnimationHash[layer] = st.fullPathHash;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes all of the Animator's parameters
|
|
/// This uses the m_ParametersToUpdate list to write out only
|
|
/// the parameters that have changed
|
|
/// </summary>
|
|
private unsafe void WriteParameters(FastBufferWriter writer, bool sendCacheState)
|
|
{
|
|
// Write how many parameter entries we are going to write
|
|
BytePacker.WriteValuePacked(writer, (uint)m_ParametersToUpdate.Count);
|
|
foreach (var parameterIndex in m_ParametersToUpdate)
|
|
{
|
|
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), parameterIndex);
|
|
var hash = cacheValue.Hash;
|
|
BytePacker.WriteValuePacked(writer, (uint)parameterIndex);
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
|
|
{
|
|
var valueInt = m_Animator.GetInteger(hash);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, valueInt);
|
|
BytePacker.WriteValuePacked(writer, (uint)valueInt);
|
|
}
|
|
}
|
|
else // Note: Triggers are treated like boolean values
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
|
|
{
|
|
var valueBool = m_Animator.GetBool(hash);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, valueBool);
|
|
BytePacker.WriteValuePacked(writer, valueBool);
|
|
}
|
|
}
|
|
else
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
|
{
|
|
var valueFloat = m_Animator.GetFloat(hash);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, valueFloat);
|
|
BytePacker.WriteValuePacked(writer, valueFloat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads all parameters that were updated and applies the values
|
|
/// </summary>
|
|
private unsafe void ReadParameters(FastBufferReader reader)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out uint totalParametersToRead);
|
|
var totalParametersRead = 0;
|
|
|
|
while (totalParametersRead < totalParametersToRead)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out uint parameterIndex);
|
|
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), (int)parameterIndex);
|
|
var hash = cacheValue.Hash;
|
|
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out uint newValue);
|
|
m_Animator.SetInteger(hash, (int)newValue);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, newValue);
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out bool newBoolValue);
|
|
m_Animator.SetBool(hash, newBoolValue);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, newBoolValue);
|
|
}
|
|
}
|
|
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
|
|
{
|
|
ByteUnpacker.ReadValuePacked(reader, out float newFloatValue);
|
|
m_Animator.SetFloat(hash, newFloatValue);
|
|
fixed (void* value = cacheValue.Value)
|
|
{
|
|
UnsafeUtility.WriteArrayElement(value, 0, newFloatValue);
|
|
}
|
|
}
|
|
totalParametersRead++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies the ParametersUpdateMessage state to the Animator
|
|
/// </summary>
|
|
internal unsafe void UpdateParameters(ParametersUpdateMessage parametersUpdate)
|
|
{
|
|
if (parametersUpdate.Parameters != null && parametersUpdate.Parameters.Length != 0)
|
|
{
|
|
// We use a fixed value here to avoid the copy of data from the byte buffer since we own the data
|
|
fixed (byte* parameters = parametersUpdate.Parameters)
|
|
{
|
|
var reader = new FastBufferReader(parameters, Allocator.None, parametersUpdate.Parameters.Length);
|
|
ReadParameters(reader);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies the AnimationState state to the Animator
|
|
/// </summary>
|
|
internal void UpdateAnimationState(AnimationState animationState)
|
|
{
|
|
if (animationState.StateHash == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var currentState = m_Animator.GetCurrentAnimatorStateInfo(animationState.Layer);
|
|
// If it is a transition, then we are synchronizing transitions in progress when a client late joins
|
|
if (animationState.Transition)
|
|
{
|
|
// We should have all valid entries for any animation state transition update
|
|
// Verify the AnimationState's assigned Layer exists
|
|
if (m_DestinationStateToTransitioninfo.ContainsKey(animationState.Layer))
|
|
{
|
|
// Verify the inner-table has the destination AnimationState name hash
|
|
if (m_DestinationStateToTransitioninfo[animationState.Layer].ContainsKey(animationState.DestinationStateHash))
|
|
{
|
|
// Make sure we are on the originating/starting state we are going to cross fade into
|
|
if (currentState.shortNameHash == animationState.StateHash)
|
|
{
|
|
// Get the transition state information
|
|
var transitionStateInfo = m_DestinationStateToTransitioninfo[animationState.Layer][animationState.DestinationStateHash];
|
|
|
|
// Cross fade from the current to the destination state for the transitions duration while starting at the server's current normalized time of the transition
|
|
m_Animator.CrossFade(transitionStateInfo.DestinationState, transitionStateInfo.TransitionDuration, transitionStateInfo.Layer, 0.0f, animationState.NormalizedTime);
|
|
}
|
|
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogWarning($"Current State Hash ({currentState.fullPathHash}) != AnimationState.StateHash ({animationState.StateHash})");
|
|
}
|
|
}
|
|
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) sub-table does not contain destination state ({animationState.DestinationStateHash})!");
|
|
}
|
|
}
|
|
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (currentState.fullPathHash != animationState.StateHash)
|
|
{
|
|
m_Animator.Play(animationState.StateHash, animationState.Layer, animationState.NormalizedTime);
|
|
}
|
|
}
|
|
m_Animator.SetLayerWeight(animationState.Layer, animationState.Weight);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-side animator parameter update request
|
|
/// The server sets its local parameters and then forwards the message to the remaining clients
|
|
/// </summary>
|
|
[ServerRpc]
|
|
private unsafe void SendParametersUpdateServerRpc(ParametersUpdateMessage parametersUpdate, ServerRpcParams serverRpcParams = default)
|
|
{
|
|
if (IsServerAuthoritative())
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate);
|
|
}
|
|
else
|
|
{
|
|
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
|
|
{
|
|
return;
|
|
}
|
|
UpdateParameters(parametersUpdate);
|
|
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
|
{
|
|
m_ClientSendList.Clear();
|
|
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
|
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
|
m_ClientSendList.Remove(NetworkManager.ServerClientId);
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the client's animator's parameters
|
|
/// </summary>
|
|
[ClientRpc]
|
|
internal unsafe void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
|
{
|
|
var isServerAuthoritative = IsServerAuthoritative();
|
|
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.ProcessParameterUpdate(parametersUpdate);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-side animation state update request
|
|
/// The server sets its local state and then forwards the message to the remaining clients
|
|
/// </summary>
|
|
[ServerRpc]
|
|
private unsafe void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
|
{
|
|
if (IsServerAuthoritative())
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage);
|
|
}
|
|
else
|
|
{
|
|
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var animationState in animationMessage.AnimationStates)
|
|
{
|
|
UpdateAnimationState(animationState);
|
|
}
|
|
|
|
m_NetworkAnimatorStateChangeHandler.AddAnimationMessageToProcessQueue(animationMessage);
|
|
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
|
{
|
|
m_ClientSendList.Clear();
|
|
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
|
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
|
m_ClientSendList.Remove(NetworkManager.ServerClientId);
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animationMessage, m_ClientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Internally-called RPC client receiving function to update some animation state on a client
|
|
/// </summary>
|
|
[ClientRpc]
|
|
private unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
|
{
|
|
// This should never happen
|
|
if (IsHost)
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogWarning("Detected the Host is sending itself animation updates! Please report this issue.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
var isServerAuthoritative = IsServerAuthoritative();
|
|
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
|
{
|
|
foreach (var animationState in animationMessage.AnimationStates)
|
|
{
|
|
UpdateAnimationState(animationState);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-side trigger state update request
|
|
/// The server sets its local state and then forwards the message to the remaining clients
|
|
/// </summary>
|
|
[ServerRpc]
|
|
internal void SendAnimTriggerServerRpc(AnimationTriggerMessage animationTriggerMessage, ServerRpcParams serverRpcParams = default)
|
|
{
|
|
// If it is server authoritative
|
|
if (IsServerAuthoritative())
|
|
{
|
|
// The only condition where this should (be allowed to) happen is when the owner sends the server a trigger message
|
|
if (OwnerClientId == serverRpcParams.Receive.SenderClientId)
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage);
|
|
}
|
|
else if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogWarning($"[Server Authoritative] Detected the a non-authoritative client is sending the server animation trigger updates. If you recently changed ownership of the {name} object, then this could be the reason.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Ignore if a non-owner sent this.
|
|
if (serverRpcParams.Receive.SenderClientId != OwnerClientId)
|
|
{
|
|
if (NetworkManager.LogLevel == LogLevel.Developer)
|
|
{
|
|
NetworkLog.LogWarning($"[Owner Authoritative] Detected the a non-authoritative client is sending the server animation trigger updates. If you recently changed ownership of the {name} object, then this could be the reason.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// set the trigger locally on the server
|
|
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
|
|
|
// send the message to all non-authority clients excluding the server and the owner
|
|
if (NetworkManager.ConnectedClientsIds.Count > (IsHost ? 2 : 1))
|
|
{
|
|
m_ClientSendList.Clear();
|
|
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
|
|
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
|
|
m_ClientSendList.Remove(NetworkManager.ServerClientId);
|
|
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animationTriggerMessage, m_ClientRpcParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// See above <see cref="m_LastTriggerHash"/>
|
|
/// </summary>
|
|
internal void InternalSetTrigger(int hash, bool isSet = true)
|
|
{
|
|
m_Animator.SetBool(hash, isSet);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
|
/// a trigger for a client to play / reset
|
|
/// </summary>
|
|
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
|
/// <param name="clientRpcParams">unused</param>
|
|
[ClientRpc]
|
|
internal void SendAnimTriggerClientRpc(AnimationTriggerMessage animationTriggerMessage, ClientRpcParams clientRpcParams = default)
|
|
{
|
|
m_NetworkAnimatorStateChangeHandler.ProcessAnimationTriggers(animationTriggerMessage);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the trigger for the associated animation
|
|
/// </summary>
|
|
/// <param name="triggerName">The string name of the trigger to activate</param>
|
|
public void SetTrigger(string triggerName)
|
|
{
|
|
SetTrigger(Animator.StringToHash(triggerName));
|
|
}
|
|
|
|
/// <inheritdoc cref="SetTrigger(string)" />
|
|
/// <param name="hash">The hash for the trigger to activate</param>
|
|
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
|
|
public void SetTrigger(int hash, bool setTrigger = true)
|
|
{
|
|
// MTT-3564:
|
|
// After fixing the issue with trigger controlled Transitions being synchronized twice,
|
|
// it exposed additional issues with this logic. Now, either the owner or the server can
|
|
// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
|
|
// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
|
|
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
|
|
if (IsOwner || IsServer)
|
|
{
|
|
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
|
|
if (IsServer)
|
|
{
|
|
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
|
|
if (!IsHost)
|
|
{
|
|
InternalSetTrigger(hash);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
|
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToServer(animTriggerMessage);
|
|
if (!IsServerAuthoritative())
|
|
{
|
|
InternalSetTrigger(hash);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the trigger for the associated animation. See <see cref="SetTrigger(string)">SetTrigger</see> for more on how triggers are special
|
|
/// </summary>
|
|
/// <param name="triggerName">The string name of the trigger to reset</param>
|
|
public void ResetTrigger(string triggerName)
|
|
{
|
|
ResetTrigger(Animator.StringToHash(triggerName));
|
|
}
|
|
|
|
/// <inheritdoc cref="ResetTrigger(string)" path="summary" />
|
|
/// <param name="hash">The hash for the trigger to activate</param>
|
|
public void ResetTrigger(int hash)
|
|
{
|
|
SetTrigger(hash, false);
|
|
}
|
|
}
|
|
}
|
|
#endif // COM_UNITY_MODULES_ANIMATION
|