FACS01-01 faad9b17ce
AnimatorController Child State Machine Recovery (#1389)
* first draft

* change requests

* actually working draft

* duplicated method

* use more the new method

* - put StateContext class on a separate file
- new BidirectionalDictionary<T1,T2> class
- other tweaks

* - put StateMachineContext class on a separate file
- move all asset creations into VirtualAnimationFactory class
- added extension method GetName() to IStateConstant
- other tweaks

* Apply suggestions from code review

Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>

* apply requested changes

* Apply suggestions from code review

Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>

* reorder methods

* Update Source/AssetRipper.Processing/AnimatorControllers/AnimatorStateContext.cs

Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>

* apply requested changes

* IndexedState to StateData[]

* Update Source/AssetRipper.Processing/AnimatorControllers/AnimatorStateContext.cs

Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>

* apply requested changes

* Apply suggestions from code review

Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>

* a lot of restructuring and comments

* statemachine parenting finished

* simplify CreateDefaultAnimatorState

* small tweaks

---------

Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
2025-04-09 13:18:42 -07:00

64 lines
1.6 KiB
C#

using AssetRipper.SourceGenerated.Classes.ClassID_1107;
namespace AssetRipper.SourceGenerated.Extensions
{
public static class AnimatorStateMachineExtensions
{
public static void SetChildStateCapacity(this IAnimatorStateMachine stateMachine, int c)
{
if (stateMachine.Has_ChildStates())
{
stateMachine.ChildStates.Capacity = c;
}
else
{
stateMachine.States.Capacity = c;
}
}
public static void SetChildStateMachineCapacity(this IAnimatorStateMachine stateMachine, int c)
{
if (stateMachine.Has_ChildStateMachines())
{
stateMachine.ChildStateMachines.Capacity = c;
}
else
{
stateMachine.ChildStateMachine.Capacity = c;
stateMachine.ChildStateMachinePosition.Capacity = c;
}
}
public static void TrimChildStateMachines(this IAnimatorStateMachine stateMachine)
{
stateMachine.SetChildStateMachineCapacity(stateMachine.ChildStateMachinesCount());
}
public static void SetEntryTransitionsCapacity(this IAnimatorStateMachine stateMachine, int c)
{
if (stateMachine.Has_EntryTransitions())
{
stateMachine.EntryTransitions.Capacity = c;
}
}
public static int ChildStatesCount(this IAnimatorStateMachine stateMachine)
{
if (stateMachine.Has_ChildStates())
{
return stateMachine.ChildStates.Count;
}
return stateMachine.StatesP.Count;
}
public static int ChildStateMachinesCount(this IAnimatorStateMachine stateMachine)
{
if (stateMachine.Has_ChildStateMachines())
{
return stateMachine.ChildStateMachines.Count;
}
return stateMachine.ChildStateMachine.Count;
}
}
}