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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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51 lines
No EOL
1.6 KiB
C#
51 lines
No EOL
1.6 KiB
C#
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 float stateLimit = 50f;
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private Animator animator;
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private Playable playable;
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void Start()
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{
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animator = GetComponent<Animator>();
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playable = animator.playableGraph.GetRootPlayable(0);
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BadAnimatorFixManager.Add(this);
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}
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void OnDestroy()
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{
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BadAnimatorFixManager.Remove(this);
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}
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public double GetTime()
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{
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return PlayableExtensions.IsValid<Playable>(playable) ? PlayableExtensions.GetTime<Playable>(playable) : -1;
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}
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public void AttemptRewindAnimator()
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{
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bool rewound = false;
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for (int i = 0; i < animator.layerCount; i++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
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AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(i);
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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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rewound = true;
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float offset = 10f + (stateInfo.normalizedTime % 1f);
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animator.Play(stateInfo.fullPathHash, i, offset);
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}
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if (rewound)
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{
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PlayableExtensions.SetTime<Playable>(playable, 0);
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BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
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}
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}
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} |