NAK_CVR_Mods/.Deprecated/BadAnimatorFix/BadAnimatorFixer.cs

45 lines
No EOL
1.8 KiB
C#

using UnityEngine;
using UnityEngine.Playables;
namespace NAK.BadAnimatorFix;
public class BadAnimatorFixer : MonoBehaviour
{
private const float StateLimit = 20f;
private Animator animator;
private void Start() => animator = GetComponent<Animator>();
private void OnEnable() => BadAnimatorFixManager.Add(this);
private void OnDisable() => BadAnimatorFixManager.Remove(this);
public void AttemptRewindAnimator()
{
bool rewound = false;
if (animator != null && animator.isActiveAndEnabled)
{
for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
// Skip if mid-transition
if (transitionInfo.fullPathHash != 0) continue;
// Skip if anim doesn't loop, or hasn't looped enough
if (!stateInfo.loop || 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, layerIndex, offset);
rewound = true;
}
if (rewound)
PlayableExtensions.SetTime<Playable>(animator.playableGraph.GetRootPlayable(0), 0);
}
if (BadAnimatorFix.EntryLogging.Value)
{
string message = rewound ? $"Rewound animator and playable {animator}." : $"Animator did not meet criteria to rewind {animator}.";
BadAnimatorFix.Logger.Msg(message);
}
}
}