Files
Colosseum/Assets/External/Tools/SyntyPropBoneTool/Runtime/PropBoneBinder.cs

486 lines
18 KiB
C#

// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// For additional details, see the LICENSE.MD file bundled with this software.
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using System.Collections.Generic;
namespace Synty.Tools.SyntyPropBoneTool
{
/// <summary>
/// The PropBoneBinder is responsible for creating, managing and updating the prop bones at runtime.
/// Only one of these components is needed per character. It will manage all prop bones defined in the propBoneConfig.
/// </summary>
[ExecuteInEditMode]
public class PropBoneBinder : MonoBehaviour
{
[Tooltip("Reference to the animator for this character")]
public Animator animator;
[Tooltip("Configures how the bones are set up on the rig.")]
public PropBoneConfig propBoneConfig;
[Tooltip("Determins when this script will update the transforms. For best results run this script later than the animator.")]
public UpdateType updateType = UpdateType.LateUpdate;
public bool updateInEditMode = true;
[Tooltip("Rebinds all the bones on awake. Useful if your rigs change often, saves needing to rebind them at edit time.")]
public bool rebindOnAwake = false;
[Space]
[Tooltip("Bindings and offset values applied at runtime.")]
[SerializeField]
private List<PropBoneBinding> _propBoneBindings = new List<PropBoneBinding>();
/// <summary>
/// Returns true if the PropBoneBinder is configured correctly.
/// </summary>
public bool IsConfigured => AreReferencesConfigured() && AreBindingsConfigured();
/// <summary>
/// Returns true if the reference variables are configured correctly.
/// </summary>
/// <returns>A <c>bool</c> that is true when the reference variables are correctly configured.</returns>
public bool AreReferencesConfigured()
{
return animator != null && propBoneConfig != null;
}
/// <summary>
/// Returns true if the hierarchy is configured correctly according to the propBoneConfig.
/// </summary>
/// <returns>A <c>bool</c> that is true when the hierarchy is correctly configured.</returns>
public bool IsPropBoneHierarchyConfigured()
{
for (int i = 0; i < propBoneConfig.propBoneDefinitions.Length; ++i)
{
Transform propBone = TransformUtil.SearchHierarchy(transform, propBoneConfig.propBoneDefinitions[i].boneName);
Transform propBoneSocket = TransformUtil.SearchHierarchy(transform, propBoneConfig.propBoneDefinitions[i].socketName);
if (propBone == null || propBoneSocket == null || propBone.parent == null || propBone.parent.name != propBoneConfig.propBoneDefinitions[i].parentBoneName)
{
return false;
}
}
return true;
}
/// <summary>
/// Returns true if all the prop bone bindings are configured correctly according to the propBoneConfig.
/// </summary>
/// <returns>A <c>bool</c> that is true when all the prop bone bindings are correctly configured.</returns>
public bool AreBindingsConfigured()
{
if (_propBoneBindings.Count != propBoneConfig.propBoneDefinitions.Length)
{
return false;
}
for (int i = 0; i < _propBoneBindings.Count; ++i)
{
if (!_propBoneBindings[i].IsMatch(propBoneConfig.propBoneDefinitions[i]))
{
return false;
}
}
return true;
}
/// <summary>
/// Rebinds the PropBoneBindings on awake if rebindOnAwake is set to true.
/// </summary>
private void Awake()
{
if (rebindOnAwake)
{
BindPropBones();
}
}
/// <summary>
/// Attempts to create a PropBoneBinding in accordance to the giving PropBoneDefinition.
/// </summary>
/// <param name="boneDefinition">The definition of the prop bone to be created.</param>
/// <returns>A <c>PropBoneBinding</c> that is the new binding or null if the binding failed to be created.</returns>
private PropBoneBinding CreateBoneBinding(PropBoneDefinition boneDefinition)
{
Transform parent = TransformUtil.SearchHierarchy(transform, boneDefinition.parentBoneName);
if (parent == null)
{
Debug.LogError($"Cannot find parent bone {boneDefinition.parentBoneName}.", transform);
return null;
}
Transform bone = TransformUtil.SearchHierarchy(transform, boneDefinition.boneName);
if (bone == null)
{
Debug.LogError($"Cannot find bone {boneDefinition.boneName}.", transform);
}
else if (bone.parent.name != boneDefinition.parentBoneName)
{
Debug.LogError($"bone.parent {bone.parent.name} does not match {boneDefinition.parentBoneName} in hierarchy.", bone);
return null;
}
Transform socket = TransformUtil.SearchHierarchy(transform, boneDefinition.socketName);
if (socket == null)
{
Debug.LogError($"Cannot find socket {boneDefinition.socketName}.", transform);
return null;
}
else if (socket.parent != bone)
{
Debug.LogError($"socket {socket.name} is not parented to bone {bone.name}.", socket);
return null;
}
PropBoneBinding binding = new PropBoneBinding()
{
bone = bone,
socket = socket,
rotationOffset = boneDefinition.rotationOffset,
scale = boneDefinition.scale
};
return binding;
}
/// <summary>
/// Updates the prop bones if updateType is set to 'Update'.
/// </summary>
private void Update()
{
if (updateType == UpdateType.Update)
{
UpdateBones();
}
}
/// <summary>
/// Updates the prop bones if updateType is set to 'FixedUpdate'.
/// </summary>
private void FixedUpdate()
{
if (updateType == UpdateType.FixedUpdate)
{
UpdateBones();
}
}
/// <summary>
/// Updates the prop bones if updateType is set to 'LateUpdate'.
/// </summary>
private void LateUpdate()
{
if (updateType == UpdateType.LateUpdate)
{
UpdateBones();
}
}
/// <summary>
/// Updates the prop bones according to the prop bone bindings configuration.
/// If updateType is set to 'Manual' call this yourself when it is time to update the bones.
/// </summary>
public void UpdateBones()
{
if (!Application.isPlaying && !updateInEditMode)
{
return;
}
for (int index = 0; index < _propBoneBindings.Count; ++index)
{
UpdateBone(_propBoneBindings[index]);
}
}
/// <summary>
/// Updates the prop bone's position and rotation according to the prop bone binding configuration.
/// </summary>
/// <param name="boneInstance">The prop bone binding to update.</param>
public void UpdateBone(PropBoneBinding boneInstance)
{
if (boneInstance.IsValid)
{
Quaternion offsetRotation = Quaternion.Euler(boneInstance.rotationOffset);
Matrix4x4 localRotation = Matrix4x4.Rotate(offsetRotation);
Matrix4x4 localScale = Matrix4x4.Scale(Vector3.one * boneInstance.scale);
Matrix4x4 localTransform = localScale * localRotation;
boneInstance.socket.SetPositionAndRotation(
boneInstance.bone.parent.localToWorldMatrix.MultiplyPoint(localTransform.MultiplyPoint(boneInstance.bone.localPosition)),
boneInstance.bone.parent.rotation * offsetRotation * boneInstance.bone.localRotation);
}
}
/// <summary>
/// Attempts to find and set the animator reference.
/// </summary>
public void SetupAnimatorReference()
{
if (animator == null)
{
animator = GetComponent<Animator>();
}
if (animator == null)
{
Debug.LogError($"Animator reference is null. New bones may not bind correctly.", transform);
}
#if UNITY_EDITOR
EditorUtility.SetDirty(gameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(gameObject);
#endif
}
/// <summary>
/// Completely resets the prop bones and bindings including Destroying all bones instantiated by the PropBoneBinder.
/// Any objects parented to those bones will not be destroyed and will be reparented up the hierarchy.
/// </summary>
public void Reset()
{
animator = null;
propBoneConfig = null;
ClearPropBoneBindings();
DestroyPropBones();
#if UNITY_EDITOR
EditorUtility.SetDirty(gameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(gameObject);
#endif
}
/// <summary>
/// Attempts to create all the PropBoneBindings in accordance to the propBondConfig
/// </summary>
public void BindPropBones()
{
if (animator == null)
{
Debug.LogError($"animator reference is null.", transform);
}
_propBoneBindings.Clear();
if (propBoneConfig == null)
{
Debug.LogError($"Prop bone config is null.", transform);
return;
}
for (int i = 0; i < propBoneConfig.propBoneDefinitions.Length; ++i)
{
PropBoneBinding binding = CreateBoneBinding(propBoneConfig.propBoneDefinitions[i]);
if (binding == null)
{
Debug.LogError($"Could not create binding for prop bone definition {propBoneConfig.propBoneDefinitions[i].ToString()}.", transform);
continue;
}
_propBoneBindings.Add(binding);
if (binding.bone != null && binding.socket != null)
{
Debug.Log($"Successfully bound {binding.socket.name} to {binding.bone.name}", binding.socket);
}
}
#if UNITY_EDITOR
EditorUtility.SetDirty(gameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(gameObject);
#endif
}
/// <summary>
/// Clears all the current bindings
/// </summary>
public void ClearPropBoneBindings()
{
_propBoneBindings.Clear();
#if UNITY_EDITOR
EditorUtility.SetDirty(gameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(gameObject);
#endif
}
/// <summary>
/// Instantiates new Game Objects where nessessary to create the prop bones.
/// </summary>
public void CreatePropBones()
{
if (propBoneConfig == null)
{
Debug.LogError($"Prop bone config is null.", transform);
return;
}
for (int i = 0; i < propBoneConfig.propBoneDefinitions.Length; ++i)
{
CreatePropBones(gameObject, propBoneConfig.propBoneDefinitions[i]);
}
#if UNITY_EDITOR
EditorUtility.SetDirty(gameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(gameObject);
#endif
}
/// <summary>
/// Instantiates new Game Objects where nessessary to create the prop bones.
/// </summary>
/// <param name="editScope">The root game object to create the prop bone under.</param>
/// <param name="boneDefinition">The definition of the prop bone to be created.</param>
/// <param name="boneInstance">The prop bone binding to update.</param>
private void CreatePropBones(GameObject editScope, PropBoneDefinition boneDefinition)
{
Transform parent = TransformUtil.SearchHierarchy(editScope.transform, boneDefinition.parentBoneName);
if (parent == null)
{
Debug.LogError($"Cannot find parent prop bone {boneDefinition.parentBoneName} in hierarchy.", transform);
return;
}
Transform bone = TransformUtil.SearchHierarchy(editScope.transform, boneDefinition.boneName);
if (bone == null)
{
bone = CreatePropBone(boneDefinition.boneName, parent);
if (bone == null)
{
return;
}
}
else if (bone.parent.name != boneDefinition.parentBoneName)
{
Debug.LogError($"bone.parent {bone.parent.name} does not match {boneDefinition.parentBoneName} in hierarchy.", bone);
return;
}
Transform socket = TransformUtil.SearchHierarchy(editScope.transform, boneDefinition.socketName);
if (socket == null)
{
socket = CreatePropBone(boneDefinition.socketName, bone);
}
else if (socket.parent != bone)
{
Debug.LogError($"socket {socket.name} is not parented to bone {bone.name}.", socket);
return;
}
#if UNITY_EDITOR
EditorGUIUtility.PingObject(socket);
#endif
}
/// <summary>
/// Instantiates a new Game Object called 'name' and parents it to 'parent'.
/// </summary>
/// <param name="name">The name of the new bone to be created.</param>
/// <param name="parent">The transform to parent the new bone to.</param>
private Transform CreatePropBone(string name, Transform parent)
{
// does not check if there is already a bone called this. we should check before calling create
Transform boneInstance = new GameObject(name).transform;
boneInstance.SetParent(parent);
if (boneInstance.parent != parent)
{
Debug.LogError($"Something went wrong when creating prop bone {boneInstance.name}. You may need to enter prefab edit mode to set up this character.", gameObject);
DestroyImmediate(boneInstance.gameObject);
return null;
}
boneInstance.localPosition = Vector3.zero;
boneInstance.localRotation = Quaternion.identity;
boneInstance.localScale = Vector3.one;
// mark that these have been created by the tool
boneInstance.gameObject.AddComponent<PropBone>().WasSpawnedBySyntyTool = true;
Debug.Log($"Successfully created prop bone {boneInstance.name}.", boneInstance);
return boneInstance;
}
/// <summary>
/// Destroys all the prop bones that have been created by the PropBoneBinder and clears all bindings.
/// </summary>
public void DestroyPropBones()
{
DestroyPropBones(gameObject);
#if UNITY_EDITOR
EditorUtility.SetDirty(gameObject);
PrefabUtility.RecordPrefabInstancePropertyModifications(gameObject);
#endif
}
/// <summary>
/// Destroys all the prop bones that have been created by the PropBoneBinder and clears all bindings
/// </summary>
/// <param name="editScope">The root game objects to destroy prop bones from.</param>
private void DestroyPropBones(GameObject editScope)
{
_propBoneBindings.Clear();
PropBone[] bones = editScope.GetComponentsInChildren<PropBone>();
for (int i = 0; i < bones.Length; ++i)
{
if (bones[i].WasSpawnedBySyntyTool)
{
// Let's not destroy peoples swords and stuff.
for (int c = 0; c < bones[i].transform.childCount; ++c)
{
Transform child = bones[i].transform.GetChild(c);
child.SetParent(bones[i].transform.parent);
bool hasPropBone = child.GetComponent<PropBone>() != null;
if (!hasPropBone)
{
Debug.Log($"Successfully reparented object {child.name}.", child);
}
}
string boneName = bones[i].gameObject.name;
Transform parent = bones[i].transform.parent;
if (Application.isEditor && !Application.isPlaying)
{
DestroyImmediate(bones[i].gameObject);
}
else
{
Destroy(bones[i].gameObject);
}
if (parent != null)
{
Debug.Log($"Successfully destroyed bone {boneName} under {parent.name}.", parent);
}
else
{
Debug.Log($"Successfully destroyed bone {boneName}.");
}
}
else
{
GameObject gameObject = bones[i].gameObject;
// Remove the component but don't destroy the object.
if (Application.isEditor && !Application.isPlaying)
{
DestroyImmediate(bones[i]);
}
else
{
Destroy(bones[i]);
}
if (gameObject != null)
{
Debug.Log($"Successfully removed SyntyPropBone component from {gameObject.name}.", gameObject);
}
}
}
}
}
}