i dont know what im doing

implement shit fix for shit problem
This commit is contained in:
NotAKidoS 2023-03-20 15:17:36 -05:00
parent 41f8db5dcf
commit 83c101f5ee
7 changed files with 330 additions and 0 deletions

View file

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using UnityEngine;
using UnityEngine.Playables;
namespace NAK.Melons.BadAnimatorFix;
public class BadAnimatorFix : MonoBehaviour
{
private float stateLimit = 20f;
private Animator animator;
private Playable playable;
private void Start()
{
animator = GetComponent<Animator>();
playable = animator.playableGraph.GetRootPlayable(0);
}
private void Update()
{
if (!BadAnimatorFixMod.EntryEnabled.Value) return;
if (playable.IsValid() && GetTime() > BadAnimatorFixMod.EntryPlayableTimeLimit.Value)
{
RewindAnimator();
BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
}
}
private double GetTime()
{
return PlayableExtensions.IsValid<Playable>(playable) ? PlayableExtensions.GetTime<Playable>(playable) : -1;
}
private void RewindAnimator()
{
PlayableExtensions.SetTime<Playable>(playable, 0);
for (int i = 0; i < animator.layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(i);
// Skip if mid-transition
if (transitionInfo.fullPathHash != 0) continue;
// Skip if anim doesn't loop, or hasn't looped enough
if (stateInfo.normalizedTime <= stateLimit) continue;
// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
float offset = 10f + (stateInfo.normalizedTime % 1f);
animator.Play(stateInfo.fullPathHash, i, offset);
}
}
private float GetNormalizedTime()
{
float time = 0f;
for (int i = 0; i < animator.layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
time += stateInfo.normalizedTime;
}
return time;
}
private float GetMaxNormalizedTime()
{
float time = 0f;
for (int i = 0; i < animator.layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
if (time < stateInfo.normalizedTime)
time = stateInfo.normalizedTime;
}
return time;
}
}