using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
namespace Unity.Netcode.Components
{
///
/// A prototype component for syncing animations
///
[AddComponentMenu("Netcode/" + nameof(NetworkAnimator))]
[RequireComponent(typeof(Animator))]
public class NetworkAnimator : NetworkBehaviour
{
internal struct AnimationMessage : INetworkSerializable
{
public int StateHash; // if non-zero, then Play() this animation, skipping transitions
public float NormalizedTime;
public byte[] Parameters;
public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref StateHash);
serializer.SerializeValue(ref NormalizedTime);
serializer.SerializeValue(ref Parameters);
}
}
internal struct AnimationParametersMessage : INetworkSerializable
{
public byte[] Parameters;
public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Parameters);
}
}
internal struct AnimationTriggerMessage : INetworkSerializable
{
public int Hash;
public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Hash);
}
}
[SerializeField] private Animator m_Animator;
[SerializeField] private uint m_ParameterSendBits;
[SerializeField] private float m_SendRate = 0.1f;
public Animator Animator
{
get { return m_Animator; }
set
{
m_Animator = value;
ResetParameterOptions();
}
}
/*
* AutoSend is the ability to select which parameters linked to this animator
* get replicated on a regular basis regardless of a state change. The thinking
* behind this is that many of the parameters people use are usually booleans
* which result in a state change and thus would cause a full sync of state.
* Thus if you really care about a parameter syncing then you need to be explict
* by selecting it in the inspector when an NetworkAnimator is selected.
*/
public void SetParameterAutoSend(int index, bool value)
{
if (value)
{
m_ParameterSendBits |= (uint)(1 << index);
}
else
{
m_ParameterSendBits &= (uint)(~(1 << index));
}
}
public bool GetParameterAutoSend(int index)
{
return (m_ParameterSendBits & (uint)(1 << index)) != 0;
}
// Animators only support up to 32 params
public static int K_MaxAnimationParams = 32;
private int m_TransitionHash;
private double m_NextSendTime = 0.0f;
private int m_AnimationHash;
public int AnimationHash { get => m_AnimationHash; }
private unsafe struct AnimatorParamCache
{
public int Hash;
public int Type;
public fixed byte Value[4]; // this is a max size of 4 bytes
}
// 128bytes per Animator
private FastBufferWriter m_ParameterWriter = new FastBufferWriter(K_MaxAnimationParams * sizeof(float), Allocator.Persistent);
private NativeArray m_CachedAnimatorParameters;
// We cache these values because UnsafeUtility.EnumToInt use direct IL that allows a nonboxing conversion
private struct AnimationParamEnumWrapper
{
public static readonly int AnimatorControllerParameterInt;
public static readonly int AnimatorControllerParameterFloat;
public static readonly int AnimatorControllerParameterBool;
static AnimationParamEnumWrapper()
{
AnimatorControllerParameterInt = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Int);
AnimatorControllerParameterFloat = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Float);
AnimatorControllerParameterBool = UnsafeUtility.EnumToInt(AnimatorControllerParameterType.Bool);
}
}
internal void ResetParameterOptions()
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfoServer("ResetParameterOptions");
}
m_ParameterSendBits = 0;
}
private bool sendMessagesAllowed
{
get
{
return IsServer && NetworkObject.IsSpawned;
}
}
public override void OnDestroy()
{
if (m_CachedAnimatorParameters.IsCreated)
{
m_CachedAnimatorParameters.Dispose();
}
m_ParameterWriter.Dispose();
}
public override void OnNetworkSpawn()
{
var parameters = m_Animator.parameters;
m_CachedAnimatorParameters = new NativeArray(parameters.Length, Allocator.Persistent);
m_AnimationHash = -1;
for (var i = 0; i < parameters.Length; i++)
{
var parameter = parameters[i];
if (m_Animator.IsParameterControlledByCurve(parameter.nameHash))
{
//we are ignoring parameters that are controlled by animation curves - syncing the layer states indirectly syncs the values that are driven by the animation curves
continue;
}
var cacheParam = new AnimatorParamCache();
cacheParam.Type = UnsafeUtility.EnumToInt(parameter.type);
cacheParam.Hash = parameter.nameHash;
unsafe
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
var value = m_Animator.GetFloat(cacheParam.Hash);
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, value);
break;
case AnimatorControllerParameterType.Int:
var valueInt = m_Animator.GetInteger(cacheParam.Hash);
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, valueInt);
break;
case AnimatorControllerParameterType.Bool:
var valueBool = m_Animator.GetBool(cacheParam.Hash);
UnsafeUtility.WriteArrayElement(cacheParam.Value, 0, valueBool);
break;
case AnimatorControllerParameterType.Trigger:
default:
break;
}
}
m_CachedAnimatorParameters[i] = cacheParam;
}
}
private void FixedUpdate()
{
if (!sendMessagesAllowed)
{
return;
}
int stateHash;
float normalizedTime;
if (!CheckAnimStateChanged(out stateHash, out normalizedTime))
{
// We only want to check and send if we don't have any other state to since
// as we will sync all params as part of the state sync
CheckAndSend();
return;
}
var animMsg = new AnimationMessage();
animMsg.StateHash = stateHash;
animMsg.NormalizedTime = normalizedTime;
m_ParameterWriter.Seek(0);
m_ParameterWriter.Truncate();
WriteParameters(m_ParameterWriter, false);
animMsg.Parameters = m_ParameterWriter.ToArray();
SendAnimStateClientRpc(animMsg);
}
private void CheckAndSend()
{
var networkTime = NetworkManager.ServerTime.Time;
if (sendMessagesAllowed && m_SendRate != 0 && m_NextSendTime < networkTime)
{
m_NextSendTime = networkTime + m_SendRate;
m_ParameterWriter.Seek(0);
m_ParameterWriter.Truncate();
if (WriteParameters(m_ParameterWriter, true))
{
// we then sync the params we care about
var animMsg = new AnimationParametersMessage()
{
Parameters = m_ParameterWriter.ToArray()
};
SendParamsClientRpc(animMsg);
}
}
}
private bool CheckAnimStateChanged(out int stateHash, out float normalizedTime)
{
stateHash = 0;
normalizedTime = 0;
if (m_Animator.IsInTransition(0))
{
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(0);
if (tt.fullPathHash != m_TransitionHash)
{
// first time in this transition
m_TransitionHash = tt.fullPathHash;
m_AnimationHash = 0;
return true;
}
return false;
}
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(0);
if (st.fullPathHash != m_AnimationHash)
{
// first time in this animation state
if (m_AnimationHash != 0)
{
// came from another animation directly - from Play()
stateHash = st.fullPathHash;
normalizedTime = st.normalizedTime;
}
m_TransitionHash = 0;
m_AnimationHash = st.fullPathHash;
return true;
}
return false;
}
private unsafe bool WriteParameters(FastBufferWriter writer, bool autoSend)
{
if (m_CachedAnimatorParameters == null)
{
return false;
}
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
{
if (autoSend && !GetParameterAutoSend(i))
{
continue;
}
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef(m_CachedAnimatorParameters.GetUnsafePtr(), i);
var hash = cacheValue.Hash;
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
{
var valueInt = m_Animator.GetInteger(hash);
fixed (void* value = cacheValue.Value)
{
var oldValue = UnsafeUtility.AsRef(value);
if (valueInt != oldValue)
{
UnsafeUtility.WriteArrayElement(value, 0, valueInt);
BytePacker.WriteValuePacked(writer, (uint)valueInt);
}
}
}
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
{
var valueBool = m_Animator.GetBool(hash);
fixed (void* value = cacheValue.Value)
{
var oldValue = UnsafeUtility.AsRef(value);
if (valueBool != oldValue)
{
UnsafeUtility.WriteArrayElement(value, 0, valueBool);
writer.WriteValueSafe(valueBool);
}
}
}
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
{
var valueFloat = m_Animator.GetFloat(hash);
fixed (void* value = cacheValue.Value)
{
var oldValue = UnsafeUtility.AsRef(value);
if (valueFloat != oldValue)
{
UnsafeUtility.WriteArrayElement(value, 0, valueFloat);
writer.WriteValueSafe(valueFloat);
}
}
}
}
// If we do not write any values to the writer then we should not send any data
return writer.Length > 0;
}
private unsafe void ReadParameters(FastBufferReader reader, bool autoSend)
{
if (m_CachedAnimatorParameters == null)
{
return;
}
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
{
if (autoSend && !GetParameterAutoSend(i))
{
continue;
}
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef(m_CachedAnimatorParameters.GetUnsafePtr(), i);
var hash = cacheValue.Hash;
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
{
ByteUnpacker.ReadValuePacked(reader, out int newValue);
m_Animator.SetInteger(hash, newValue);
fixed (void* value = cacheValue.Value)
{
UnsafeUtility.WriteArrayElement(value, 0, newValue);
}
}
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterBool)
{
reader.ReadValueSafe(out bool newBoolValue);
m_Animator.SetBool(hash, newBoolValue);
fixed (void* value = cacheValue.Value)
{
UnsafeUtility.WriteArrayElement(value, 0, newBoolValue);
}
}
else if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterFloat)
{
reader.ReadValueSafe(out float newFloatValue);
m_Animator.SetFloat(hash, newFloatValue);
fixed (void* value = cacheValue.Value)
{
UnsafeUtility.WriteArrayElement(value, 0, newFloatValue);
}
}
}
}
[ClientRpc]
private unsafe void SendParamsClientRpc(AnimationParametersMessage animSnapshot, ClientRpcParams clientRpcParams = default)
{
if (animSnapshot.Parameters != null)
{
// We use a fixed value here to avoid the copy of data from the byte buffer since we own the data
fixed (byte* parameters = animSnapshot.Parameters)
{
var reader = new FastBufferReader(parameters, Allocator.None, animSnapshot.Parameters.Length);
ReadParameters(reader, true);
}
}
}
[ClientRpc]
private unsafe void SendAnimStateClientRpc(AnimationMessage animSnapshot, ClientRpcParams clientRpcParams = default)
{
if (animSnapshot.StateHash != 0)
{
m_AnimationHash = animSnapshot.StateHash;
m_Animator.Play(animSnapshot.StateHash, 0, animSnapshot.NormalizedTime);
}
if (animSnapshot.Parameters != null && animSnapshot.Parameters.Length != 0)
{
// We use a fixed value here to avoid the copy of data from the byte buffer since we own the data
fixed (byte* parameters = animSnapshot.Parameters)
{
var reader = new FastBufferReader(parameters, Allocator.None, animSnapshot.Parameters.Length);
ReadParameters(reader, false);
}
}
}
[ClientRpc]
private void SendAnimTriggerClientRpc(AnimationTriggerMessage animSnapshot, ClientRpcParams clientRpcParams = default)
{
m_Animator.SetTrigger(animSnapshot.Hash);
}
public void SetTrigger(string triggerName)
{
SetTrigger(Animator.StringToHash(triggerName));
}
public void SetTrigger(int hash)
{
var animMsg = new AnimationTriggerMessage();
animMsg.Hash = hash;
if (IsServer)
{
SendAnimTriggerClientRpc(animMsg);
}
}
}
}