FiE-Game/Assets/Cinema Director/System/Runtime/Cutscene.cs
2023-07-27 00:47:00 +05:00

576 lines
No EOL
16 KiB
C#

// Cinema Suite
using CinemaDirector.Helpers;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace CinemaDirector
{
/// <summary>
/// The Cutscene is the main Behaviour of Cinema Director.
/// </summary>
[ExecuteInEditMode, Serializable]
public class Cutscene : MonoBehaviour, IOptimizable
{
#region Fields
[SerializeField]
private float duration = 30f; // Duration of cutscene in seconds.
[SerializeField]
private float runningTime = 0f; // Running time of the cutscene in seconds.
[SerializeField]
private float playbackSpeed = 1f; // Multiplier for playback speed.
[SerializeField]
private CutsceneState state = CutsceneState.Inactive;
[SerializeField]
private bool isSkippable = true;
[SerializeField]
private bool isLooping = false;
[SerializeField]
private bool canOptimize = true;
// Keeps track of the previous time an update was made.
private float previousTime;
// Has the Cutscene been optimized yet.
private bool hasBeenOptimized = false;
// Has the Cutscene been initialized yet.
private bool hasBeenInitialized = false;
// The cache of Track Groups that this Cutscene contains.
private TrackGroup[] trackGroupCache;
// A list of all the Tracks and Items revert info, to revert states on Cutscene entering and exiting play mode.
private List<RevertInfo> revertCache = new List<RevertInfo>();
#endregion
// Event fired when Cutscene's runtime reaches it's duration.
public event CutsceneHandler CutsceneFinished;
// Event fired when Cutscene has been paused.
public event CutsceneHandler CutscenePaused;
/// <summary>
/// Optimizes the Cutscene by preparing all tracks and timeline items into a cache.
/// Call this on scene load in most cases. (Avoid calling in edit mode).
/// </summary>
public void Optimize()
{
if (canOptimize)
{
trackGroupCache = GetTrackGroups();
}
foreach (TrackGroup tg in GetTrackGroups())
{
tg.Optimize();
}
hasBeenOptimized = true;
}
/// <summary>
/// Plays/Resumes the cutscene from inactive/paused states using a Coroutine.
/// </summary>
public void Play()
{
if (state == CutsceneState.Inactive)
{
state = CutsceneState.Playing;
if (!hasBeenOptimized)
{
Optimize();
}
if (!hasBeenInitialized)
{
initialize();
}
StartCoroutine("updateCoroutine");
}
else if (state == CutsceneState.Paused)
{
state = CutsceneState.Playing;
StartCoroutine("updateCoroutine");
}
}
/// <summary>
/// Pause the playback of this cutscene.
/// </summary>
public void Pause()
{
if (state == CutsceneState.Playing)
{
StopCoroutine("updateCoroutine");
}
if (state == CutsceneState.PreviewPlaying || state == CutsceneState.Playing || state == CutsceneState.Scrubbing)
{
foreach (TrackGroup trackGroup in GetTrackGroups())
{
trackGroup.Pause();
}
}
state = CutsceneState.Paused;
if (CutscenePaused != null)
{
CutscenePaused(this, new CutsceneEventArgs());
}
}
/// <summary>
/// Skip the cutscene to the end and stop it
/// </summary>
public void Skip()
{
if (isSkippable)
{
SetRunningTime(this.Duration);
state = CutsceneState.Inactive;
Stop();
}
}
/// <summary>
/// Stops the cutscene.
/// </summary>
public void Stop()
{
this.RunningTime = 0f;
revert();
foreach (TrackGroup trackGroup in GetTrackGroups())
{
trackGroup.Stop();
}
if (state == CutsceneState.Playing)
{
StopCoroutine("updateCoroutine");
if (state == CutsceneState.Playing && isLooping)
{
state = CutsceneState.Inactive;
Play();
}
else
{
state = CutsceneState.Inactive;
}
}
else
{
state = CutsceneState.Inactive;
}
if (state == CutsceneState.Inactive)
{
if (CutsceneFinished != null)
{
CutsceneFinished(this, new CutsceneEventArgs());
}
}
}
/// <summary>
/// Updates the cutscene by the amount of time passed.
/// </summary>
/// <param name="deltaTime">The delta in time between the last update call and this one.</param>
public void UpdateCutscene(float deltaTime)
{
this.RunningTime += (deltaTime * playbackSpeed);
foreach (TrackGroup group in GetTrackGroups())
{
group.UpdateTrackGroup(RunningTime, deltaTime * playbackSpeed);
}
if (state != CutsceneState.Scrubbing)
{
if (runningTime >= duration || runningTime < 0f)
{
Stop();
}
}
}
/// <summary>
/// Preview play readies the cutscene to be played in edit mode. Never use for runtime.
/// This is necessary for playing the cutscene in edit mode.
/// </summary>
public void PreviewPlay()
{
if (state == CutsceneState.Inactive)
{
EnterPreviewMode();
}
else if (state == CutsceneState.Paused)
{
resume();
}
if (Application.isPlaying)
{
state = CutsceneState.Playing;
}
else
{
state = CutsceneState.PreviewPlaying;
}
}
/// <summary>
/// Play the cutscene from it's given running time to a new time
/// </summary>
/// <param name="newTime">The new time to make up for</param>
public void ScrubToTime(float newTime)
{
float deltaTime = Mathf.Clamp(newTime, 0, Duration) - this.RunningTime;
state = CutsceneState.Scrubbing;
if (deltaTime != 0)
{
if (deltaTime > (1 / 30f))
{
float prevTime = RunningTime;
foreach (float milestone in getMilestones(RunningTime + deltaTime))
{
float delta = milestone - prevTime;
UpdateCutscene(delta);
prevTime = milestone;
}
}
else
{
UpdateCutscene(deltaTime);
}
}
else
{
Pause();
}
}
/// <summary>
/// Set the cutscene to the state of a given new running time and do not proceed to play the cutscene
/// </summary>
/// <param name="time">The new running time to be set.</param>
public void SetRunningTime(float time)
{
foreach (float milestone in getMilestones(time))
{
foreach (TrackGroup group in this.TrackGroups)
{
group.SetRunningTime(milestone);
}
}
this.RunningTime = time;
}
/// <summary>
/// Set the cutscene into an active state.
/// </summary>
public void EnterPreviewMode()
{
if (state == CutsceneState.Inactive)
{
initialize();
bake();
SetRunningTime(RunningTime);
state = CutsceneState.Paused;
}
}
/// <summary>
/// Set the cutscene into an inactive state.
/// </summary>
public void ExitPreviewMode()
{
Stop();
}
/// <summary>
/// Cutscene has been destroyed. Revert everything if necessary.
/// </summary>
protected void OnDestroy()
{
if (!Application.isPlaying)
{
Stop();
}
}
/// <summary>
/// Exit and Re-enter preview mode at the current running time.
/// Important for Mecanim Previewing.
/// </summary>
public void Refresh()
{
if (state != CutsceneState.Inactive)
{
float tempTime = runningTime;
Stop();
EnterPreviewMode();
SetRunningTime(tempTime);
}
}
/// <summary>
/// Bake all Track Groups who are Bakeable.
/// This is necessary for things like mecanim previewing.
/// </summary>
private void bake()
{
if (Application.isEditor)
{
foreach (TrackGroup group in this.TrackGroups)
{
if (group is IBakeable)
{
(group as IBakeable).Bake();
}
}
}
}
/// <summary>
/// The duration of this cutscene in seconds.
/// </summary>
public float Duration
{
get
{
return this.duration;
}
set
{
this.duration = value;
if (this.duration <= 0f)
{
this.duration = 0.1f;
}
}
}
/// <summary>
/// Returns true if this cutscene is currently playing.
/// </summary>
public CutsceneState State
{
get
{
return this.state;
}
}
/// <summary>
/// The current running time of this cutscene in seconds. Values are restricted between 0 and duration.
/// </summary>
public float RunningTime
{
get
{
return this.runningTime;
}
set
{
runningTime = Mathf.Clamp(value, 0, duration);
}
}
/// <summary>
/// Get all Track Groups in this Cutscene. Will return cache if possible.
/// </summary>
/// <returns></returns>
public TrackGroup[] GetTrackGroups()
{
// Return the cache if possible
if (hasBeenOptimized)
{
return trackGroupCache;
}
return TrackGroups;
}
/// <summary>
/// Get all track groups in this cutscene.
/// </summary>
public TrackGroup[] TrackGroups
{
get
{
return base.GetComponentsInChildren<TrackGroup>();
}
}
/// <summary>
/// Get the director group of this cutscene.
/// </summary>
public DirectorGroup DirectorGroup
{
get
{
return base.GetComponentInChildren<DirectorGroup>();
}
}
/// <summary>
/// Cutscene state is used to determine if the cutscene is currently Playing, Previewing (In edit mode), paused, scrubbing or inactive.
/// </summary>
public enum CutsceneState
{
Inactive,
Playing,
PreviewPlaying,
Scrubbing,
Paused
}
/// <summary>
/// Enable this if the Cutscene does not have TrackGroups added/removed during running.
/// </summary>
public bool CanOptimize
{
get { return canOptimize; }
set { canOptimize = value; }
}
/// <summary>
/// True if Cutscene can be skipped.
/// </summary>
public bool IsSkippable
{
get { return isSkippable; }
set { isSkippable = value; }
}
/// <summary>
/// Will the Cutscene loop upon completion.
/// </summary>
public bool IsLooping
{
get { return isLooping; }
set { isLooping = value; }
}
/// <summary>
/// An important call to make before sampling the cutscene, to initialize all track groups
/// and save states of all actors/game objects.
/// </summary>
private void initialize()
{
saveRevertData();
// Initialize each track group.
foreach (TrackGroup trackGroup in this.TrackGroups)
{
trackGroup.Initialize();
}
}
/// <summary>
/// Cache all the revert data.
/// </summary>
private void saveRevertData()
{
revertCache.Clear();
// Build the cache of revert info.
foreach (MonoBehaviour mb in this.GetComponentsInChildren<MonoBehaviour>())
{
IRevertable revertable = mb as IRevertable;
if (revertable != null)
{
revertCache.AddRange(revertable.CacheState());
}
}
}
/// <summary>
/// Revert all data that has been manipulated by the Cutscene.
/// </summary>
private void revert()
{
foreach (RevertInfo revertable in revertCache)
{
if (revertable != null)
{
if ((revertable.EditorRevert == RevertMode.Revert && !Application.isPlaying) ||
(revertable.RuntimeRevert == RevertMode.Revert && Application.isPlaying))
{
revertable.Revert();
}
}
}
}
/// <summary>
/// Get the milestones between the current running time and the given time.
/// </summary>
/// <param name="time">The time to progress towards</param>
/// <returns>A list of times that state changes are made in the Cutscene.</returns>
private List<float> getMilestones(float time)
{
// Create a list of ordered milestone times.
List<float> milestoneTimes = new List<float>();
milestoneTimes.Add(time);
foreach (TrackGroup group in this.TrackGroups)
{
List<float> times = group.GetMilestones(RunningTime, time);
foreach (float f in times)
{
if (!milestoneTimes.Contains(f))
milestoneTimes.Add(f);
}
}
milestoneTimes.Sort();
if (time < RunningTime)
{
milestoneTimes.Reverse();
}
return milestoneTimes;
}
/// <summary>
/// Couroutine to call UpdateCutscene while the cutscene is in the playing state.
/// </summary>
/// <returns></returns>
private IEnumerator updateCoroutine()
{
while (state == CutsceneState.Playing)
{
UpdateCutscene(Time.deltaTime);
yield return null;
}
}
/// <summary>
/// Prepare all track groups for resuming from pause.
/// </summary>
private void resume()
{
foreach (TrackGroup group in this.TrackGroups)
{
group.Resume();
}
}
}
// Delegate for handling Cutscene Events
public delegate void CutsceneHandler(object sender, CutsceneEventArgs e);
/// <summary>
/// Cutscene event arguments. Blank for now.
/// </summary>
public class CutsceneEventArgs : EventArgs
{
public CutsceneEventArgs()
{
}
}
}