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Added BadAnimatorFix manually
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8 changed files with 390 additions and 0 deletions
52
BadAnimatorFix/BadAnimatorFix.cs
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52
BadAnimatorFix/BadAnimatorFix.cs
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using UnityEngine;
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using UnityEngine.Playables;
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namespace NAK.Melons.BadAnimatorFix;
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public class BadAnimatorFix : MonoBehaviour
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{
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private const float StateLimit = 20f;
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private Animator animator;
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private void Start()
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{
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animator = GetComponent<Animator>();
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}
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private void OnEnable() => BadAnimatorFixManager.Add(this);
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private void OnDisable() => BadAnimatorFixManager.Remove(this);
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public void AttemptRewindAnimator()
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{
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bool rewound = false;
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if (animator != null && animator.isActiveAndEnabled)
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{
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for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
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AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
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// Skip if mid-transition
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if (transitionInfo.fullPathHash != 0) continue;
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// Skip if anim doesn't loop, or hasn't looped enough
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if (stateInfo.normalizedTime < StateLimit) continue;
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// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
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float offset = 10f + (stateInfo.normalizedTime % 1f);
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animator.Play(stateInfo.fullPathHash, layerIndex, offset);
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rewound = true;
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}
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if (rewound)
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{
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PlayableExtensions.SetTime<Playable>(animator.playableGraph.GetRootPlayable(0), 0);
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}
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}
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if (BadAnimatorFixMod.EntryLogging.Value)
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{
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string message = rewound ? $"Rewound animator and playable {animator}." : $"Animator did not meet criteria to rewind {animator}.";
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BadAnimatorFixMod.Logger.Msg(message);
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}
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}
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}
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