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com.unity.netcode.gameobjects/Components/NetworkAnimator.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.0.0-pre.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00

432 lines
17 KiB
C#

#if COM_UNITY_MODULES_ANIMATION
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// NetworkAnimator enables remote synchronization of <see cref="UnityEngine.Animator"/> state for on network objects.
/// </summary>
[AddComponentMenu("Netcode/" + nameof(NetworkAnimator))]
[RequireComponent(typeof(Animator))]
public class NetworkAnimator : NetworkBehaviour
{
internal struct AnimationMessage : INetworkSerializable
{
// state hash per layer. if non-zero, then Play() this animation, skipping transitions
public int StateHash;
public float NormalizedTime;
public int Layer;
public float Weight;
public byte[] Parameters;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref StateHash);
serializer.SerializeValue(ref NormalizedTime);
serializer.SerializeValue(ref Layer);
serializer.SerializeValue(ref Weight);
serializer.SerializeValue(ref Parameters);
}
}
internal struct AnimationTriggerMessage : INetworkSerializable
{
public int Hash;
public bool Reset;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Hash);
serializer.SerializeValue(ref Reset);
}
}
[SerializeField] private Animator m_Animator;
public Animator Animator
{
get { return m_Animator; }
set
{
m_Animator = value;
}
}
private bool m_SendMessagesAllowed = false;
// Animators only support up to 32 params
public static int K_MaxAnimationParams = 32;
private int[] m_TransitionHash;
private int[] m_AnimationHash;
private float[] m_LayerWeights;
private unsafe struct AnimatorParamCache
{
public int Hash;
public int Type;
public fixed byte Value[4]; // this is a max size of 4 bytes
}
// 128 bytes per Animator
private FastBufferWriter m_ParameterWriter = new FastBufferWriter(K_MaxAnimationParams * sizeof(float), Allocator.Persistent);
private NativeArray<AnimatorParamCache> m_CachedAnimatorParameters;
// We cache these values because UnsafeUtility.EnumToInt uses direct IL that allows a non-boxing 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);
}
}
public override void OnDestroy()
{
if (m_CachedAnimatorParameters.IsCreated)
{
m_CachedAnimatorParameters.Dispose();
}
m_ParameterWriter.Dispose();
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
m_SendMessagesAllowed = true;
int layers = m_Animator.layerCount;
m_TransitionHash = new int[layers];
m_AnimationHash = new int[layers];
m_LayerWeights = new float[layers];
}
var parameters = m_Animator.parameters;
m_CachedAnimatorParameters = new NativeArray<AnimatorParamCache>(parameters.Length, Allocator.Persistent);
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
{
Type = UnsafeUtility.EnumToInt(parameter.type),
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;
}
}
public override void OnNetworkDespawn()
{
m_SendMessagesAllowed = false;
}
private void FixedUpdate()
{
if (!m_SendMessagesAllowed || !m_Animator || !m_Animator.enabled)
{
return;
}
for (int layer = 0; layer < m_Animator.layerCount; layer++)
{
int stateHash;
float normalizedTime;
if (!CheckAnimStateChanged(out stateHash, out normalizedTime, layer))
{
continue;
}
var animMsg = new AnimationMessage
{
StateHash = stateHash,
NormalizedTime = normalizedTime,
Layer = layer,
Weight = m_LayerWeights[layer]
};
m_ParameterWriter.Seek(0);
m_ParameterWriter.Truncate();
WriteParameters(m_ParameterWriter);
animMsg.Parameters = m_ParameterWriter.ToArray();
SendAnimStateClientRpc(animMsg);
}
}
private bool CheckAnimStateChanged(out int stateHash, out float normalizedTime, int layer)
{
bool shouldUpdate = false;
stateHash = 0;
normalizedTime = 0;
float layerWeightNow = m_Animator.GetLayerWeight(layer);
if (!Mathf.Approximately(layerWeightNow, m_LayerWeights[layer]))
{
m_LayerWeights[layer] = layerWeightNow;
shouldUpdate = true;
}
if (m_Animator.IsInTransition(layer))
{
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(layer);
if (tt.fullPathHash != m_TransitionHash[layer])
{
// first time in this transition for this layer
m_TransitionHash[layer] = tt.fullPathHash;
m_AnimationHash[layer] = 0;
shouldUpdate = true;
}
}
else
{
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(layer);
if (st.fullPathHash != m_AnimationHash[layer])
{
// first time in this animation state
if (m_AnimationHash[layer] != 0)
{
// came from another animation directly - from Play()
stateHash = st.fullPathHash;
normalizedTime = st.normalizedTime;
}
m_TransitionHash[layer] = 0;
m_AnimationHash[layer] = st.fullPathHash;
shouldUpdate = true;
}
}
return shouldUpdate;
}
/* $AS TODO: Right now we are not checking for changed values this is because
the read side of this function doesn't have similar logic which would cause
an overflow read because it doesn't know if the value is there or not. So
there needs to be logic to track which indexes changed in order for there
to be proper value change checking. Will revist in 1.1.0.
*/
private unsafe void WriteParameters(FastBufferWriter writer)
{
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
{
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(m_CachedAnimatorParameters.GetUnsafePtr(), i);
var hash = cacheValue.Hash;
if (cacheValue.Type == AnimationParamEnumWrapper.AnimatorControllerParameterInt)
{
var valueInt = m_Animator.GetInteger(hash);
fixed (void* value = cacheValue.Value)
{
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)
{
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)
{
UnsafeUtility.WriteArrayElement(value, 0, valueFloat);
writer.WriteValueSafe(valueFloat);
}
}
}
}
private unsafe void ReadParameters(FastBufferReader reader)
{
for (int i = 0; i < m_CachedAnimatorParameters.Length; i++)
{
ref var cacheValue = ref UnsafeUtility.ArrayElementAsRef<AnimatorParamCache>(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);
}
}
}
}
/// <summary>
/// Internally-called RPC client receiving function to update some animation parameters on a client when
/// the server wants to update them
/// </summary>
/// <param name="animSnapshot">the payload containing the parameters to apply</param>
/// <param name="clientRpcParams">unused</param>
[ClientRpc]
private unsafe void SendAnimStateClientRpc(AnimationMessage animSnapshot, ClientRpcParams clientRpcParams = default)
{
if (animSnapshot.StateHash != 0)
{
m_Animator.Play(animSnapshot.StateHash, animSnapshot.Layer, animSnapshot.NormalizedTime);
}
m_Animator.SetLayerWeight(animSnapshot.Layer, animSnapshot.Weight);
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);
}
}
}
/// <summary>
/// Internally-called RPC client receiving function to update a trigger when the server wants to forward
/// a trigger for a client to play / reset
/// </summary>
/// <param name="animSnapshot">the payload containing the trigger data to apply</param>
/// <param name="clientRpcParams">unused</param>
[ClientRpc]
private void SendAnimTriggerClientRpc(AnimationTriggerMessage animSnapshot, ClientRpcParams clientRpcParams = default)
{
if (animSnapshot.Reset)
{
m_Animator.ResetTrigger(animSnapshot.Hash);
}
else
{
m_Animator.SetTrigger(animSnapshot.Hash);
}
}
/// <summary>
/// Sets the trigger for the associated animation
/// Note, triggers are special vs other kinds of parameters. For all the other parameters we watch for changes
/// in FixedUpdate and users can just set them normally off of Animator. But because triggers are transitory
/// and likely to come and go between FixedUpdate calls, we require users to set them here to guarantee us to
/// catch it...then we forward it to the Animator component
/// </summary>
/// <param name="triggerName">The string name of the trigger to activate</param>
public void SetTrigger(string triggerName)
{
SetTrigger(Animator.StringToHash(triggerName));
}
/// <inheritdoc cref="SetTrigger(string)" />
/// <param name="hash">The hash for the trigger to activate</param>
/// <param name="reset">If true, resets the trigger</param>
public void SetTrigger(int hash, bool reset = false)
{
var animMsg = new AnimationTriggerMessage();
animMsg.Hash = hash;
animMsg.Reset = reset;
if (IsServer)
{
// trigger the animation locally on the server...
if (reset)
{
m_Animator.ResetTrigger(hash);
}
else
{
m_Animator.SetTrigger(hash);
}
// ...then tell all the clients to do the same
SendAnimTriggerClientRpc(animMsg);
}
else
{
Debug.LogWarning("Trying to call NetworkAnimator.SetTrigger on a client...ignoring");
}
}
/// <summary>
/// Resets the trigger for the associated animation. See <see cref="SetTrigger(string)">SetTrigger</see> for more on how triggers are special
/// </summary>
/// <param name="triggerName">The string name of the trigger to reset</param>
public void ResetTrigger(string triggerName)
{
ResetTrigger(Animator.StringToHash(triggerName));
}
/// <inheritdoc cref="ResetTrigger(string)" path="summary" />
/// <param name="hash">The hash for the trigger to activate</param>
public void ResetTrigger(int hash)
{
SetTrigger(hash, true);
}
}
}
#endif // COM_UNITY_MODULES_ANIMATION