NAK_CVR_Mods/BadAnimatorFix/BadAnimatorFix.cs
2023-03-24 18:33:36 -05:00

50 lines
No EOL
1.6 KiB
C#

using UnityEngine;
using UnityEngine.Playables;
namespace NAK.Melons.BadAnimatorFix;
public class BadAnimatorFix : 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()
{
if (animator == null) return;
bool rewound = false;
for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
bool shouldSkipState = !stateInfo.loop || transitionInfo.fullPathHash != 0;
if (shouldSkipState) continue;
bool shouldRewindState = stateInfo.normalizedTime >= StateLimit;
if (shouldRewindState)
{
float rewindOffset = (stateInfo.normalizedTime % 1f) + 10f;
animator.Play(stateInfo.fullPathHash, layerIndex, rewindOffset);
rewound = true;
}
}
if (rewound)
{
var rootPlayable = animator.playableGraph.GetRootPlayable(0);
PlayableExtensions.SetTime<Playable>(rootPlayable, 0);
if (BadAnimatorFixMod.EntryLogging.Value)
BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
}
}
}