Scene Kit Session WWDC 2013/Sources/Slides/ASCSlideAnimationEvents.m

/*
     File: ASCSlideAnimationEvents.m
 Abstract: Animation events slide.
  Version: 1.1
 
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#import "ASCPresentationViewController.h"
#import "ASCSlideTextManager.h"
#import "ASCSlide.h"
#import "Utils.h"
 
typedef NS_ENUM(NSInteger, ASCCharacterAnimation) {
    ASCCharacterAnimationAttack = 0,
    ASCCharacterAnimationWalk,
    ASCCharacterAnimationDie,
    ASCCharacterAnimationCount
};
 
@interface ASCSlideAnimationEvents : ASCSlide
@end
 
@implementation ASCSlideAnimationEvents {
    SCNNode *_heroSkeletonNode;
    CAAnimation *_animations[ASCCharacterAnimationCount];
}
 
- (void)setupSlideWithPresentationViewController:(ASCPresentationViewController *)presentationViewController {
    // Load the character and add it to the scene
    SCNNode *heroNode = [self.groundNode asc_addChildNodeNamed:@"heroGroup" fromSceneNamed:@"hero" withScale:0.0];
    
    heroNode.scale = SCNVector3Make(0.023, 0.023, 0.023);
    heroNode.position = SCNVector3Make(0.0, 0.0, 15.0);
    heroNode.rotation = SCNVector4Make(1.0, 0.0, 0.0, -M_PI_2);
    
    [self.groundNode addChildNode:heroNode];
    
    // Convert sceneTime-based animations into systemTime-based animations.
    // Animations loaded from DAE files will play according to the `currentTime` property of the scene renderer if this one is playing
    // (see the SCNSceneRenderer protocol). Here we don't play a specific DAE so we want the animations to animate as soon as we add
    // them to the scene (i.e have them to play according the time of the system when the animation was added).
    
    _heroSkeletonNode = [heroNode childNodeWithName:@"skeleton" recursively:YES];
    
    for (NSString *animationKey in _heroSkeletonNode.animationKeys) {
        // Find all the animations. Make them system time based and repeat forever.
        // And finally replace the old animation.
        
        CAAnimation *animation = [_heroSkeletonNode animationForKey:animationKey];
        animation.usesSceneTimeBase = NO;
        animation.repeatCount = FLT_MAX;
        
        [_heroSkeletonNode addAnimation:animation forKey:animationKey];
    }
    
    // Load other animations so that we will use them later
    [self setAnimation:ASCCharacterAnimationAttack withAnimationNamed:@"attackID" fromSceneNamed:@"attack"];
    [self setAnimation:ASCCharacterAnimationDie withAnimationNamed:@"DeathID" fromSceneNamed:@"death"];
    [self setAnimation:ASCCharacterAnimationWalk withAnimationNamed:@"WalkID" fromSceneNamed:@"walk"];
}
 
- (NSUInteger)numberOfSteps {
    return 5;
}
 
- (void)presentStepIndex:(NSUInteger)index withPresentionViewController:(ASCPresentationViewController *)presentationViewController {
    switch (index) {
        case 0:
        {
            self.textManager.title = @"Animation Events";
            [self.textManager addBullet:@"SCNAnimationEvent" atLevel:0];
            
            [self.textManager addCode:
             @"#SCNAnimationEvent# *anEvent = \n"
             @"  [SCNAnimationEvent #animationEventWithKeyTime:#0.2 #block:#aBlock]; \n"
             @"anAnimation.#animationEvents# = @[anEvent, anotherEvent];"];
            
            // Warm up NSSound by playing an empty sound.
            // Otherwise the first sound may take some time to start playing and will be desynchronised.
            [[NSSound soundNamed:@"emptySound"] play];
            break;
        }
        case 1:
        case 2:
        {
            // Trigger the attack animation
            [_heroSkeletonNode addAnimation:_animations[ASCCharacterAnimationAttack] forKey:@"attack"];
            break;
        }
        case 3:
        {
            // Trigger the walk animation
            [_heroSkeletonNode addAnimation:_animations[ASCCharacterAnimationWalk] forKey:@"walk"];
            break;
        }
        case 4:
        {
            // Trigger the death animation
            // Make sure to remove the "idle" animation and prevent the model from intersecting with the floor.
            
            [_heroSkeletonNode removeAllAnimations];
            [_heroSkeletonNode addAnimation:_animations[ASCCharacterAnimationDie] forKey:@"death"];
            
            [SCNTransaction begin];
            {
                _heroSkeletonNode.parentNode.transform = CATransform3DTranslate(_heroSkeletonNode.parentNode.transform, 0, 0, 40);
            }
            [SCNTransaction commit];
            break;
        }
    }
}
 
- (void)setAnimation:(ASCCharacterAnimation)index withAnimationNamed:(NSString *)animationName fromSceneNamed:(NSString *)sceneName {
    // Load the DAE using SCNSceneSource in order to be able to retrieve the animation by its identifier
    NSURL *url = [[NSBundle mainBundle] URLForResource:sceneName withExtension:@"dae"];
    SCNSceneSource *sceneSource = [SCNSceneSource sceneSourceWithURL:url options:nil];
    
    CAAnimation *animation = [sceneSource entryWithIdentifier:animationName withClass:[CAAnimation class]];
    _animations[index] = animation;
    
    // Blend animations for smoother transitions
    [animation setFadeInDuration:0.3];
    [animation setFadeOutDuration:0.3];
    
    if (index == ASCCharacterAnimationDie) {
        // We want the "death" animation to remain at its final state at the end of the animation
        animation.removedOnCompletion = NO;
        animation.fillMode = kCAFillModeBoth;
        
        // Create animation events and set them to the animation
        SCNAnimationEventBlock swipeSoundEventBlock = ^(CAAnimation *animation, id animatedObject, BOOL playingBackward) {
            [[NSSound soundNamed:@"swipe"] play];
        };
        
        SCNAnimationEventBlock deathSoundEventBlock = ^(CAAnimation *animation, id animatedObject, BOOL playingBackward) {
            [[NSSound soundNamed:@"death"] play];
        };
        
        animation.animationEvents = @[[SCNAnimationEvent animationEventWithKeyTime:0.0 block:swipeSoundEventBlock],
                                      [SCNAnimationEvent animationEventWithKeyTime:0.3 block:deathSoundEventBlock]];
    }
    
    if (index == ASCCharacterAnimationAttack) {
        // Create an animation event and set it to the animation
        SCNAnimationEventBlock swordSoundEventBlock = ^(CAAnimation *animation, id animatedObject, BOOL playingBackward) {
            [[NSSound soundNamed:@"sword"] play];
        };
        
        animation.animationEvents = @[[SCNAnimationEvent animationEventWithKeyTime:0.4 block:swordSoundEventBlock]];
    }
    
    if (index == ASCCharacterAnimationWalk) {
        // Repeat the walk animation 3 times
        animation.repeatCount = 3;
        
        // Create an animation event and set it to the animation
        SCNAnimationEventBlock stepSoundEventBlock = ^(CAAnimation *animation, id animatedObject, BOOL playingBackward) {
            [[NSSound soundNamed:@"walk"] play];
        };
        
        animation.animationEvents = @[[SCNAnimationEvent animationEventWithKeyTime:0.2 block:stepSoundEventBlock],
                                      [SCNAnimationEvent animationEventWithKeyTime:0.7 block:stepSoundEventBlock]];
    }
}
 
@end