NAK_CVR_Mods/BadAnimatorFix/BadAnimatorFix.cs
2023-03-24 19:50:57 -05:00

55 lines
No EOL
1.8 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()
{
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 state doesn't loop or if mid-transition
if (!stateInfo.loop || transitionInfo.fullPathHash != 0) continue;
// Skip if state hasn't looped enough
if (stateInfo.normalizedTime > StateLimit)
{
float rewindOffset = (stateInfo.normalizedTime % 1f) + 10f;
animator.Play(stateInfo.fullPathHash, layerIndex, rewindOffset);
rewound = true;
}
}
if (rewound)
{
PlayableExtensions.SetTime<Playable>(animator.playableGraph.GetRootPlayable(0), 0);
}
}
if (BadAnimatorFixMod.EntryLogging.Value)
{
string message = rewound ? $"Rewound animator and playable {animator}." : $"Animator did not meet criteria to rewind {animator}.";
BadAnimatorFixMod.Logger.Msg(message);
}
}
}