PhotonAnimatorView.cs 20 KB

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  1. // ----------------------------------------------------------------------------
  2. // <copyright file="PhotonAnimatorView.cs" company="Exit Games GmbH">
  3. // PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
  4. // </copyright>
  5. // <summary>
  6. // Component to synchronize Mecanim animations via PUN.
  7. // </summary>
  8. // <author>developer@exitgames.com</author>
  9. // ----------------------------------------------------------------------------
  10. namespace Photon.Pun
  11. {
  12. using System.Collections.Generic;
  13. using UnityEngine;
  14. /// <summary>
  15. /// This class helps you to synchronize Mecanim animations
  16. /// Simply add the component to your GameObject and make sure that
  17. /// the PhotonAnimatorView is added to the list of observed components
  18. /// </summary>
  19. /// <remarks>
  20. /// When Using Trigger Parameters, make sure the component that sets the trigger is higher in the stack of Components on the GameObject than 'PhotonAnimatorView'
  21. /// Triggers are raised true during one frame only.
  22. /// </remarks>
  23. [AddComponentMenu("Photon Networking/Photon Animator View")]
  24. public class PhotonAnimatorView : MonoBehaviourPun, IPunObservable
  25. {
  26. #region Enums
  27. public enum ParameterType
  28. {
  29. Float = 1,
  30. Int = 3,
  31. Bool = 4,
  32. Trigger = 9,
  33. }
  34. public enum SynchronizeType
  35. {
  36. Disabled = 0,
  37. Discrete = 1,
  38. Continuous = 2,
  39. }
  40. [System.Serializable]
  41. public class SynchronizedParameter
  42. {
  43. public ParameterType Type;
  44. public SynchronizeType SynchronizeType;
  45. public string Name;
  46. }
  47. [System.Serializable]
  48. public class SynchronizedLayer
  49. {
  50. public SynchronizeType SynchronizeType;
  51. public int LayerIndex;
  52. }
  53. #endregion
  54. #region Properties
  55. #if PHOTON_DEVELOP
  56. public PhotonAnimatorView ReceivingSender;
  57. #endif
  58. #endregion
  59. #region Members
  60. private bool TriggerUsageWarningDone;
  61. private Animator m_Animator;
  62. private PhotonStreamQueue m_StreamQueue = new PhotonStreamQueue(120);
  63. //These fields are only used in the CustomEditor for this script and would trigger a
  64. //"this variable is never used" warning, which I am suppressing here
  65. #pragma warning disable 0414
  66. [HideInInspector]
  67. [SerializeField]
  68. private bool ShowLayerWeightsInspector = true;
  69. [HideInInspector]
  70. [SerializeField]
  71. private bool ShowParameterInspector = true;
  72. #pragma warning restore 0414
  73. [HideInInspector]
  74. [SerializeField]
  75. private List<SynchronizedParameter> m_SynchronizeParameters = new List<SynchronizedParameter>();
  76. [HideInInspector]
  77. [SerializeField]
  78. private List<SynchronizedLayer> m_SynchronizeLayers = new List<SynchronizedLayer>();
  79. private Vector3 m_ReceiverPosition;
  80. private float m_LastDeserializeTime;
  81. private bool m_WasSynchronizeTypeChanged = true;
  82. /// <summary>
  83. /// Cached raised triggers that are set to be synchronized in discrete mode. since a Trigger only stay up for less than a frame,
  84. /// We need to cache it until the next discrete serialization call.
  85. /// </summary>
  86. List<string> m_raisedDiscreteTriggersCache = new List<string>();
  87. #endregion
  88. #region Unity
  89. private void Awake()
  90. {
  91. this.m_Animator = GetComponent<Animator>();
  92. }
  93. private void Update()
  94. {
  95. if (this.m_Animator.applyRootMotion && this.photonView.IsMine == false && PhotonNetwork.IsConnected == true)
  96. {
  97. this.m_Animator.applyRootMotion = false;
  98. }
  99. if (PhotonNetwork.InRoom == false || PhotonNetwork.CurrentRoom.PlayerCount <= 1)
  100. {
  101. this.m_StreamQueue.Reset();
  102. return;
  103. }
  104. if (this.photonView.IsMine == true)
  105. {
  106. this.SerializeDataContinuously();
  107. this.CacheDiscreteTriggers();
  108. }
  109. else
  110. {
  111. this.DeserializeDataContinuously();
  112. }
  113. }
  114. #endregion
  115. #region Setup Synchronizing Methods
  116. /// <summary>
  117. /// Caches the discrete triggers values for keeping track of raised triggers, and will be reseted after the sync routine got performed
  118. /// </summary>
  119. public void CacheDiscreteTriggers()
  120. {
  121. for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
  122. {
  123. SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
  124. if (parameter.SynchronizeType == SynchronizeType.Discrete && parameter.Type == ParameterType.Trigger && this.m_Animator.GetBool(parameter.Name))
  125. {
  126. if (parameter.Type == ParameterType.Trigger)
  127. {
  128. this.m_raisedDiscreteTriggersCache.Add(parameter.Name);
  129. break;
  130. }
  131. }
  132. }
  133. }
  134. /// <summary>
  135. /// Check if a specific layer is configured to be synchronize
  136. /// </summary>
  137. /// <param name="layerIndex">Index of the layer.</param>
  138. /// <returns>True if the layer is synchronized</returns>
  139. public bool DoesLayerSynchronizeTypeExist(int layerIndex)
  140. {
  141. return this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex) != -1;
  142. }
  143. /// <summary>
  144. /// Check if the specified parameter is configured to be synchronized
  145. /// </summary>
  146. /// <param name="name">The name of the parameter.</param>
  147. /// <returns>True if the parameter is synchronized</returns>
  148. public bool DoesParameterSynchronizeTypeExist(string name)
  149. {
  150. return this.m_SynchronizeParameters.FindIndex(item => item.Name == name) != -1;
  151. }
  152. /// <summary>
  153. /// Get a list of all synchronized layers
  154. /// </summary>
  155. /// <returns>List of SynchronizedLayer objects</returns>
  156. public List<SynchronizedLayer> GetSynchronizedLayers()
  157. {
  158. return this.m_SynchronizeLayers;
  159. }
  160. /// <summary>
  161. /// Get a list of all synchronized parameters
  162. /// </summary>
  163. /// <returns>List of SynchronizedParameter objects</returns>
  164. public List<SynchronizedParameter> GetSynchronizedParameters()
  165. {
  166. return this.m_SynchronizeParameters;
  167. }
  168. /// <summary>
  169. /// Gets the type how the layer is synchronized
  170. /// </summary>
  171. /// <param name="layerIndex">Index of the layer.</param>
  172. /// <returns>Disabled/Discrete/Continuous</returns>
  173. public SynchronizeType GetLayerSynchronizeType(int layerIndex)
  174. {
  175. int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
  176. if (index == -1)
  177. {
  178. return SynchronizeType.Disabled;
  179. }
  180. return this.m_SynchronizeLayers[index].SynchronizeType;
  181. }
  182. /// <summary>
  183. /// Gets the type how the parameter is synchronized
  184. /// </summary>
  185. /// <param name="name">The name of the parameter.</param>
  186. /// <returns>Disabled/Discrete/Continuous</returns>
  187. public SynchronizeType GetParameterSynchronizeType(string name)
  188. {
  189. int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
  190. if (index == -1)
  191. {
  192. return SynchronizeType.Disabled;
  193. }
  194. return this.m_SynchronizeParameters[index].SynchronizeType;
  195. }
  196. /// <summary>
  197. /// Sets the how a layer should be synchronized
  198. /// </summary>
  199. /// <param name="layerIndex">Index of the layer.</param>
  200. /// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
  201. public void SetLayerSynchronized(int layerIndex, SynchronizeType synchronizeType)
  202. {
  203. if (Application.isPlaying == true)
  204. {
  205. this.m_WasSynchronizeTypeChanged = true;
  206. }
  207. int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
  208. if (index == -1)
  209. {
  210. this.m_SynchronizeLayers.Add(new SynchronizedLayer {LayerIndex = layerIndex, SynchronizeType = synchronizeType});
  211. }
  212. else
  213. {
  214. this.m_SynchronizeLayers[index].SynchronizeType = synchronizeType;
  215. }
  216. }
  217. /// <summary>
  218. /// Sets the how a parameter should be synchronized
  219. /// </summary>
  220. /// <param name="name">The name of the parameter.</param>
  221. /// <param name="type">The type of the parameter.</param>
  222. /// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
  223. public void SetParameterSynchronized(string name, ParameterType type, SynchronizeType synchronizeType)
  224. {
  225. if (Application.isPlaying == true)
  226. {
  227. this.m_WasSynchronizeTypeChanged = true;
  228. }
  229. int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
  230. if (index == -1)
  231. {
  232. this.m_SynchronizeParameters.Add(new SynchronizedParameter {Name = name, Type = type, SynchronizeType = synchronizeType});
  233. }
  234. else
  235. {
  236. this.m_SynchronizeParameters[index].SynchronizeType = synchronizeType;
  237. }
  238. }
  239. #endregion
  240. #region Serialization
  241. private void SerializeDataContinuously()
  242. {
  243. if (this.m_Animator == null)
  244. {
  245. return;
  246. }
  247. for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
  248. {
  249. if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
  250. {
  251. this.m_StreamQueue.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
  252. }
  253. }
  254. for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
  255. {
  256. SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
  257. if (parameter.SynchronizeType == SynchronizeType.Continuous)
  258. {
  259. switch (parameter.Type)
  260. {
  261. case ParameterType.Bool:
  262. this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
  263. break;
  264. case ParameterType.Float:
  265. this.m_StreamQueue.SendNext(this.m_Animator.GetFloat(parameter.Name));
  266. break;
  267. case ParameterType.Int:
  268. this.m_StreamQueue.SendNext(this.m_Animator.GetInteger(parameter.Name));
  269. break;
  270. case ParameterType.Trigger:
  271. if (!TriggerUsageWarningDone)
  272. {
  273. TriggerUsageWarningDone = true;
  274. Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
  275. "If you still experience issues, implement triggers as a regular RPC \n" +
  276. "or in custom IPunObservable component instead",this);
  277. }
  278. this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
  279. break;
  280. }
  281. }
  282. }
  283. }
  284. private void DeserializeDataContinuously()
  285. {
  286. if (this.m_StreamQueue.HasQueuedObjects() == false)
  287. {
  288. return;
  289. }
  290. for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
  291. {
  292. if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
  293. {
  294. this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) this.m_StreamQueue.ReceiveNext());
  295. }
  296. }
  297. for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
  298. {
  299. SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
  300. if (parameter.SynchronizeType == SynchronizeType.Continuous)
  301. {
  302. switch (parameter.Type)
  303. {
  304. case ParameterType.Bool:
  305. this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
  306. break;
  307. case ParameterType.Float:
  308. this.m_Animator.SetFloat(parameter.Name, (float) this.m_StreamQueue.ReceiveNext());
  309. break;
  310. case ParameterType.Int:
  311. this.m_Animator.SetInteger(parameter.Name, (int) this.m_StreamQueue.ReceiveNext());
  312. break;
  313. case ParameterType.Trigger:
  314. this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
  315. break;
  316. }
  317. }
  318. }
  319. }
  320. private void SerializeDataDiscretly(PhotonStream stream)
  321. {
  322. for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
  323. {
  324. if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
  325. {
  326. stream.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
  327. }
  328. }
  329. for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
  330. {
  331. SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
  332. if (parameter.SynchronizeType == SynchronizeType.Discrete)
  333. {
  334. switch (parameter.Type)
  335. {
  336. case ParameterType.Bool:
  337. stream.SendNext(this.m_Animator.GetBool(parameter.Name));
  338. break;
  339. case ParameterType.Float:
  340. stream.SendNext(this.m_Animator.GetFloat(parameter.Name));
  341. break;
  342. case ParameterType.Int:
  343. stream.SendNext(this.m_Animator.GetInteger(parameter.Name));
  344. break;
  345. case ParameterType.Trigger:
  346. if (!TriggerUsageWarningDone)
  347. {
  348. TriggerUsageWarningDone = true;
  349. Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
  350. "If you still experience issues, implement triggers as a regular RPC \n" +
  351. "or in custom IPunObservable component instead",this);
  352. }
  353. // here we can't rely on the current real state of the trigger, we might have missed its raise
  354. stream.SendNext(this.m_raisedDiscreteTriggersCache.Contains(parameter.Name));
  355. break;
  356. }
  357. }
  358. }
  359. // reset the cache, we've synchronized.
  360. this.m_raisedDiscreteTriggersCache.Clear();
  361. }
  362. private void DeserializeDataDiscretly(PhotonStream stream)
  363. {
  364. for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
  365. {
  366. if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
  367. {
  368. this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) stream.ReceiveNext());
  369. }
  370. }
  371. for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
  372. {
  373. SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
  374. if (parameter.SynchronizeType == SynchronizeType.Discrete)
  375. {
  376. switch (parameter.Type)
  377. {
  378. case ParameterType.Bool:
  379. if (stream.PeekNext() is bool == false)
  380. {
  381. return;
  382. }
  383. this.m_Animator.SetBool(parameter.Name, (bool) stream.ReceiveNext());
  384. break;
  385. case ParameterType.Float:
  386. if (stream.PeekNext() is float == false)
  387. {
  388. return;
  389. }
  390. this.m_Animator.SetFloat(parameter.Name, (float) stream.ReceiveNext());
  391. break;
  392. case ParameterType.Int:
  393. if (stream.PeekNext() is int == false)
  394. {
  395. return;
  396. }
  397. this.m_Animator.SetInteger(parameter.Name, (int) stream.ReceiveNext());
  398. break;
  399. case ParameterType.Trigger:
  400. if (stream.PeekNext() is bool == false)
  401. {
  402. return;
  403. }
  404. if ((bool) stream.ReceiveNext())
  405. {
  406. this.m_Animator.SetTrigger(parameter.Name);
  407. }
  408. break;
  409. }
  410. }
  411. }
  412. }
  413. private void SerializeSynchronizationTypeState(PhotonStream stream)
  414. {
  415. byte[] states = new byte[this.m_SynchronizeLayers.Count + this.m_SynchronizeParameters.Count];
  416. for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
  417. {
  418. states[i] = (byte) this.m_SynchronizeLayers[i].SynchronizeType;
  419. }
  420. for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
  421. {
  422. states[this.m_SynchronizeLayers.Count + i] = (byte) this.m_SynchronizeParameters[i].SynchronizeType;
  423. }
  424. stream.SendNext(states);
  425. }
  426. private void DeserializeSynchronizationTypeState(PhotonStream stream)
  427. {
  428. byte[] state = (byte[]) stream.ReceiveNext();
  429. for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
  430. {
  431. this.m_SynchronizeLayers[i].SynchronizeType = (SynchronizeType) state[i];
  432. }
  433. for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
  434. {
  435. this.m_SynchronizeParameters[i].SynchronizeType = (SynchronizeType) state[this.m_SynchronizeLayers.Count + i];
  436. }
  437. }
  438. public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
  439. {
  440. if (this.m_Animator == null)
  441. {
  442. return;
  443. }
  444. if (stream.IsWriting == true)
  445. {
  446. if (this.m_WasSynchronizeTypeChanged == true)
  447. {
  448. this.m_StreamQueue.Reset();
  449. this.SerializeSynchronizationTypeState(stream);
  450. this.m_WasSynchronizeTypeChanged = false;
  451. }
  452. this.m_StreamQueue.Serialize(stream);
  453. this.SerializeDataDiscretly(stream);
  454. }
  455. else
  456. {
  457. #if PHOTON_DEVELOP
  458. if( ReceivingSender != null )
  459. {
  460. ReceivingSender.OnPhotonSerializeView( stream, info );
  461. }
  462. else
  463. #endif
  464. {
  465. if (stream.PeekNext() is byte[])
  466. {
  467. this.DeserializeSynchronizationTypeState(stream);
  468. }
  469. this.m_StreamQueue.Deserialize(stream);
  470. this.DeserializeDataDiscretly(stream);
  471. }
  472. }
  473. }
  474. #endregion
  475. }
  476. }