// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //

#if ! UNITY_EDITOR
#pragma warning disable CS0618 // Type or member is obsolete (for TransitionLibraries in Animancer Lite).
#endif

using Animancer.TransitionLibraries;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;

namespace Animancer
{
    /// <summary>
    /// The main component through which other scripts can interact with <see cref="Animancer"/>. It allows you to play
    /// animations on an <see cref="UnityEngine.Animator"/> without using a <see cref="RuntimeAnimatorController"/>.
    /// </summary>
    /// <remarks>
    /// This class can be used as a custom yield instruction to wait until all animations finish playing.
    /// <para></para>
    /// This class is mostly just a wrapper that connects an <see cref="AnimancerGraph"/> to an
    /// <see cref="UnityEngine.Animator"/>.
    /// <para></para>
    /// <strong>Documentation:</strong>
    /// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/component-types">
    /// Component Types</see>
    /// </remarks>
    /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent
    /// 
    [AddComponentMenu(Strings.MenuPrefix + "Animancer Component")]
    [AnimancerHelpUrl(typeof(AnimancerComponent))]
    [DefaultExecutionOrder(DefaultExecutionOrder)]
    public class AnimancerComponent : MonoBehaviour,
        IAnimancerComponent,
        IEnumerator,
        IAnimationClipSource,
        IAnimationClipCollection
    {
        /************************************************************************************************************************/
        #region Fields and Properties
        /************************************************************************************************************************/

        /// <summary>Initialize before anything else tries to use this component.</summary>
        public const int DefaultExecutionOrder = -5000;

        /************************************************************************************************************************/

        [SerializeField]
        [Tooltip("Animancer works by using Unity's Playables API to control an Animator component." +
            "\n\nThe Animator's Controller field should be empty unless you intend to use it.")]
        private Animator _Animator;

        /// <summary>[<see cref="SerializeField"/>]
        /// Animancer works by using Unity's Playables API to control an <see cref="UnityEngine.Animator"/> component.
        /// </summary>
        /// <remarks>
        /// The <see cref="Animator.runtimeAnimatorController"/> should be empty unless you intend to use it.
        /// </remarks>
        public Animator Animator
        {
            get => _Animator;
            set
            {
                _Animator = value;
                if (IsGraphInitialized)
                {
                    _Graph.DestroyOutput();
                    _Graph.CreateOutput(value, this);
                }
            }
        }

#if UNITY_EDITOR
        /// <inheritdoc/>
        string IAnimancerComponent.AnimatorFieldName
            => nameof(_Animator);
#endif

        /************************************************************************************************************************/

        [SerializeField]
        [Tooltip(Strings.ProOnlyTag + "An optional Transition Library" +
            " which can modify the way Animancer transitions between animations.")]
        private TransitionLibraryAsset _Transitions;

        /// <summary>[<see cref="SerializeField"/>] [Pro-Only]
        /// An optional <see cref="TransitionLibraryAsset"/>
        /// which can modify the way Animancer transitions between animations.
        /// </summary>
        public TransitionLibraryAsset Transitions
        {
            get => _Transitions;
            set
            {
                _Transitions = value;
                if (IsGraphInitialized)
                    _Graph.Transitions = value?.Library;
            }
        }

        /************************************************************************************************************************/

        private AnimancerGraph _Graph;

        /// <summary>
        /// The internal system which manages the playing animations.
        /// Accessing this property will automatically initialize it.
        /// </summary>
        public AnimancerGraph Graph
        {
            get
            {
                InitializeGraph();
                return _Graph;
            }
        }

        /// <summary>Has the <see cref="Graph"/> been initialized?</summary>
        public bool IsGraphInitialized
            => _Graph != null
            && _Graph.IsValidOrDispose();

        /************************************************************************************************************************/

        /// <summary>The layers which each manage their own set of animations.</summary>
        public AnimancerLayerList Layers
            => Graph.Layers;

        /// <summary>The states managed by this component.</summary>
        public AnimancerStateDictionary States
            => Graph.States;

        /// <summary>Dynamic parameters which anything can get or set.</summary>
        public ParameterDictionary Parameters
            => Graph.Parameters;

        /// <summary>A dictionary of callbacks to be triggered by any event with a matching name.</summary>
        public NamedEventDictionary Events
            => Graph.Events;

        /************************************************************************************************************************/

        /// <summary>Returns the <see cref="Graph"/>.</summary>
        public static implicit operator AnimancerGraph(AnimancerComponent animancer)
            => animancer.Graph;

        /// <summary>Returns layer 0.</summary>
        public static implicit operator AnimancerLayer(AnimancerComponent animancer)
            => animancer.Graph.Layers[0];

        /************************************************************************************************************************/

        [SerializeField, Tooltip("Determines what happens when this component is disabled" +
            " or its " + nameof(GameObject) + " becomes inactive (i.e. in OnDisable):" +
            "\n• [" + nameof(DisableAction.Stop) + "] and reset all animations" +
            "\n• [" + nameof(DisableAction.Pause) + "] to later resume from the current state" +
            "\n• [" + nameof(DisableAction.Continue) + "] playing while inactive" +
            "\n• [" + nameof(DisableAction.Reset) + "] to the original values" +
            "\n• [" + nameof(DisableAction.Destroy) + "] all layers and states" +
            "\n• If you're only destroying objects and not disabling them," +
            " using " + nameof(DisableAction.Continue) + " is the most efficient" +
            " because it avoids wasting performance stopping things that will be destroyed anyway.")]
        private DisableAction _ActionOnDisable;

#if UNITY_EDITOR
        /// <summary>[Editor-Only]
        /// The name of the serialized backing field for the <see cref="ActionOnDisable"/> property.
        /// </summary>
        string IAnimancerComponent.ActionOnDisableFieldName
            => nameof(_ActionOnDisable);
#endif

        /// <summary>[<see cref="SerializeField"/>]
        /// Determines what happens when this component is disabled
        /// or its <see cref="GameObject"/> becomes inactive
        /// (i.e. in <see cref="OnDisable"/>).
        /// </summary>
        /// <remarks>
        /// The default value is <see cref="DisableAction.Stop"/>.
        /// <para></para>
        /// If you're only destroying objects and not disabling them,
        /// using <see cref="DisableAction.Continue"/> is the most efficient
        /// because it avoids wasting performance stopping things that will be destroyed anyway.
        /// </remarks>
        public ref DisableAction ActionOnDisable
            => ref _ActionOnDisable;

        /// <inheritdoc/>
        bool IAnimancerComponent.ResetOnDisable
            => _ActionOnDisable == DisableAction.Reset;

        /// <summary>
        /// An action to perform when disabling an <see cref="AnimancerComponent"/>.
        /// See <see cref="ActionOnDisable"/>.
        /// </summary>
        public enum DisableAction
        {
            /// <summary>
            /// Stop and reset all animations, but leave all animated values as they are (unlike <see cref="Reset"/>).
            /// </summary>
            /// <remarks>Calls <see cref="Stop()"/> and <see cref="AnimancerGraph.PauseGraph"/>.</remarks>
            Stop,

            /// <summary>Pause to later resume from the current state.</summary>
            /// <remarks>Calls <see cref="AnimancerGraph.PauseGraph"/>.</remarks>
            Pause,

            /// <summary>Keep playing while inactive.</summary>
            Continue,

            /// <summary>
            /// Stop all animations, rewind them, and force the object back into its original state (often called the
            /// bind pose).
            /// </summary>
            /// <remarks>
            /// The <see cref="AnimancerComponent"/> must be either above the <see cref="UnityEngine.Animator"/> in
            /// the Inspector or on a child object so that so that this <see cref="OnDisable"/> gets called first.
            /// <para></para>
            /// Calls <see cref="Stop()"/>, <see cref="Animator.Rebind"/>, and <see cref="AnimancerGraph.PauseGraph"/>.
            /// </remarks>
            Reset,

            /// <summary>
            /// Destroy the <see cref="PlayableGraph"/> and all its layers and states. This means that any layers or
            /// states referenced by other scripts will no longer be valid so they will need to be recreated if you
            /// want to use this object again.
            /// </summary>
            /// <remarks>Calls <see cref="AnimancerGraph.Destroy()"/>.</remarks>
            Destroy,
        }

        /************************************************************************************************************************/
        #region Update Mode
        /************************************************************************************************************************/

        /// <summary>
        /// Determines when animations are updated and which time source is used. This property is mainly a wrapper
        /// around the <see cref="Animator.updateMode"/>.
        /// </summary>
        /// <remarks>Note that changing to or from <see cref="AnimatorUpdateMode.AnimatePhysics"/> at runtime has no effect.</remarks>
        /// <exception cref="NullReferenceException">No <see cref="Animator"/> is assigned.</exception>
        public AnimatorUpdateMode UpdateMode
        {
            get => _Animator.updateMode;
            set
            {
                _Animator.updateMode = value;

                if (!IsGraphInitialized)
                    return;

                // UnscaledTime on the Animator is actually identical to Normal when using the Playables API so we need
                // to set the graph's DirectorUpdateMode to determine how it gets its delta time.
                _Graph.UpdateMode = value == AnimatorUpdateMode.UnscaledTime ?
                    DirectorUpdateMode.UnscaledGameTime :
                    DirectorUpdateMode.GameTime;

#if UNITY_EDITOR
                if (InitialUpdateMode == null)
                {
                    InitialUpdateMode = value;
                }
                else if (UnityEditor.EditorApplication.isPlaying)
                {
                    if (Editor.AnimancerGraphCleanup.HasChangedToOrFromAnimatePhysics(InitialUpdateMode, value))
                        Debug.LogWarning(
                            $"Changing the {nameof(Animator)}.{nameof(Animator.updateMode)} to or from " +
#if UNITY_2023_1_OR_NEWER
                            nameof(AnimatorUpdateMode.Fixed) +
#else
                            nameof(AnimatorUpdateMode.AnimatePhysics) +
#endif
                            " at runtime will have no effect." +
                            " You must set it in the Unity Editor or on startup.", this);
                }
#endif
            }
        }

        /************************************************************************************************************************/

#if UNITY_EDITOR
        /// <inheritdoc/>
        public AnimatorUpdateMode? InitialUpdateMode { get; private set; }
#endif

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Initialization
        /************************************************************************************************************************/

#if UNITY_EDITOR
        /// <summary>[Editor-Only]
        /// Destroys the <see cref="Graph"/> if it was initialized and searches for an <see cref="Animator"/> on
        /// this object, or it's children or parents.
        /// </summary>
        protected virtual void Reset()
        {
            OnDestroy();
            gameObject.GetComponentInParentOrChildren(ref _Animator);
        }
#endif

        /************************************************************************************************************************/

        /// <summary>Ensures that the <see cref="PlayableGraph"/> is playing.</summary>
        protected virtual void OnEnable()
        {
            if (IsGraphInitialized)
            {
                _Graph.UnpauseGraph();

#if UNITY_EDITOR
                AnimancerGraph.ClearInactiveInitializationStackTrace(this);
#endif
            }
        }

        /// <summary>Acts according to the <see cref="ActionOnDisable"/>.</summary>
        protected virtual void OnDisable()
        {
            if (!IsGraphInitialized)
                return;

            switch (_ActionOnDisable)
            {
                case DisableAction.Stop:
                    _Graph.Stop();
                    _Graph.PauseGraph();
                    break;

                case DisableAction.Pause:
                    _Graph.PauseGraph();
                    break;

                case DisableAction.Continue:
                    break;

                case DisableAction.Reset:
                    Debug.Assert(_Animator.isActiveAndEnabled,
                        $"{nameof(DisableAction)}.{nameof(DisableAction.Reset)} failed because the {nameof(Animator)}" +
                        $" is not enabled. This most likely means you are disabling the {nameof(GameObject)} and the" +
                        $" {nameof(Animator)} is above the {nameof(AnimancerComponent)} in the Inspector so it got" +
                        $" disabled right before this method was called." +
                        $" See the Inspector of {this} to fix the issue" +
                        $" or use {nameof(DisableAction)}.{nameof(DisableAction.Stop)}" +
                        $" and call {nameof(Animator)}.{nameof(Animator.Rebind)} manually" +
                        $" before disabling the {nameof(GameObject)}.",
                        this);

                    _Graph.Stop();
                    _Animator.Rebind();
                    _Graph.PauseGraph();
                    break;

                case DisableAction.Destroy:
                    _Graph.Destroy();
                    _Graph = null;
                    break;

                default:
                    throw new ArgumentOutOfRangeException(nameof(ActionOnDisable));
            }
        }

        /************************************************************************************************************************/

        /// <summary>Creates and initializes the <see cref="Graph"/> if it wasn't already initialized.</summary>
        public void InitializeGraph()
        {
            if (IsGraphInitialized)
                return;

            TryGetAnimator();

            AnimancerGraph.SetNextGraphName(name + " (Animancer)");
            _Graph = new(_Transitions?.Library);
            _Graph.CreateOutput(_Animator, this);
            OnInitializeGraph();
        }

        /************************************************************************************************************************/

        /// <summary>Sets the <see cref="Graph"/> and connects it to the <see cref="Animator"/>.</summary>
        /// <exception cref="InvalidOperationException">
        /// The <see cref="AnimancerGraph"/> is already initialized.
        /// You must call <see cref="AnimancerGraph.Destroy"/> before re-initializing it.
        /// </exception>
        public void InitializePlayable(AnimancerGraph graph)
        {
            if (IsGraphInitialized)
                throw new InvalidOperationException(
                    $"The {nameof(AnimancerGraph)} is already initialized." +
                    $" Either call this method before anything else uses it or call" +
                    $" animancerComponent.{nameof(Graph)}.{nameof(AnimancerGraph.Destroy)}" +
                    $" before re-initializing it.");

            TryGetAnimator();

            _Graph = graph;
            _Graph.Transitions = _Transitions?.Library;
            _Graph.CreateOutput(_Animator, this);
            OnInitializeGraph();
        }

        /************************************************************************************************************************/

        /// <summary>Called right after the <see cref="Graph"/> is initialized.</summary>
        protected virtual void OnInitializeGraph()
        {
#if UNITY_ASSERTIONS
            ValidateGraphInitialization();
#endif
        }

        /************************************************************************************************************************/

        /// <summary>
        /// Tries to ensure that an <see cref="Animator"/> is present using
        /// <see cref="Component.TryGetComponent{T}(out T)"/> if necessary.
        /// </summary>
        public bool TryGetAnimator()
            => _Animator != null
            || TryGetComponent(out _Animator);

        /************************************************************************************************************************/

#if UNITY_ASSERTIONS
        /// <summary>[Assert-Only]
        /// Validates various conditions relating to <see cref="AnimancerGraph"/> initialization.
        /// </summary>
        private void ValidateGraphInitialization()
        {
#if UNITY_EDITOR
            if (_Animator != null)
                InitialUpdateMode = UpdateMode;

            if (OptionalWarning.CreateGraphDuringGuiEvent.IsEnabled())
            {
                var currentEvent = Event.current;
                if (currentEvent != null)
                {
                    var eventType = currentEvent.type;
                    if (eventType == EventType.Layout ||
                        eventType == EventType.Repaint)
                    {
                        OptionalWarning.CreateGraphDuringGuiEvent.Log(
                            $"An {nameof(AnimancerGraph)} is being initialized" +
                            $" during a {eventType} event which is likely undesirable.",
                            this);
                    }
                }
            }
#endif

            if (_Animator != null)
            {
                if (!_Animator.enabled)
                    OptionalWarning.AnimatorDisabled.Log(Strings.AnimatorDisabledMessage, this);

                if (_Animator.isHuman &&
                    _Animator.runtimeAnimatorController != null)
                    OptionalWarning.NativeControllerHumanoid.Log(
                        $"An Animator Controller is assigned to the {nameof(Animator)} component" +
                        $" but the Rig is Humanoid so it can't be blended with Animancer." +
                        $" See the documentation for more information: {Strings.DocsURLs.AnimatorControllersNative}",
                        this);
            }
        }
#endif

        /************************************************************************************************************************/

        /// <summary>Ensures that the <see cref="Graph"/> is properly cleaned up.</summary>
        protected virtual void OnDestroy()
        {
            if (IsGraphInitialized)
            {
                _Graph.Destroy();
                _Graph = null;
            }
        }

        /************************************************************************************************************************/

#if UNITY_EDITOR
        /// <summary>[Editor-Only]
        /// Ensures that the <see cref="AnimancerGraph"/> is destroyed in Edit Mode, but not in Play Mode since we want
        /// to let Unity complain if that happens.
        /// </summary>
        ~AnimancerComponent()
        {
            if (_Graph != null)
            {
                UnityEditor.EditorApplication.delayCall += () =>
                {
                    if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
                        OnDestroy();
                };
            }
        }
#endif

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Play Management
        /************************************************************************************************************************/

        /// <summary>Returns the `clip` itself.</summary>
        /// <remarks>
        /// This method is used to determine the dictionary key to use for an animation when none is specified by the
        /// caller, such as in <see cref="Play(AnimationClip)"/>.
        /// </remarks>
        public virtual object GetKey(AnimationClip clip)
            => clip;

        /************************************************************************************************************************/
        // Play Immediately.
        /************************************************************************************************************************/

        /// <summary>Stops all other animations on the same layer, plays the `clip`, and returns its state.</summary>
        /// <remarks>
        /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
        /// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the `clip` was already playing.
        /// </remarks>
        public AnimancerState Play(AnimationClip clip)
            => Graph.Layers[0].Play(States.GetOrCreate(clip));

        /// <summary>Stops all other animations on the same layer, plays the `state`, and returns it.</summary>
        /// <remarks>
        /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
        /// To restart it from the beginning you can use <c>...Play(state).Time = 0;</c>.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the `state` was already playing.
        /// </remarks>
        public AnimancerState Play(AnimancerState state)
            => Graph.Layers[0].Play(state);

        /************************************************************************************************************************/
        // Cross Fade.
        /************************************************************************************************************************/

        /// <summary>
        /// Starts fading in the `clip` while fading out all other states in the same layer over the course of the
        /// `fadeDuration`. Returns its state.
        /// </summary>
        /// <remarks>
        /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
        /// method will allow it to complete the existing fade rather than starting a slower one.
        /// <para></para>
        /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
        /// and simply <see cref="AnimancerState.Play"/> the `state`.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the `clip` was already playing.
        /// <para></para>
        /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
        /// </remarks>
        public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default)
            => Graph.Layers[0].Play(States.GetOrCreate(clip), fadeDuration, mode);

        /// <summary>
        /// Starts fading in the `state` while fading out all others in the same layer over the course of the
        /// `fadeDuration`. Returns the `state`.
        /// </summary>
        /// <remarks>
        /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
        /// method will allow it to complete the existing fade rather than starting a slower one.
        /// <para></para>
        /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
        /// and simply <see cref="AnimancerState.Play"/> the `state`.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the `state` was already playing.
        /// <para></para>
        /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
        /// </remarks>
        public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = default)
            => Graph.Layers[0].Play(state, fadeDuration, mode);

        /************************************************************************************************************************/
        // Transition.
        /************************************************************************************************************************/

        /// <summary>
        /// Creates a state for the `transition` if it didn't already exist, then calls
        /// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
        /// depending on <see cref="ITransition.CrossFadeFromStart"/>.
        /// </summary>
        /// <remarks>
        /// This method is safe to call repeatedly without checking whether the `transition` was already playing.
        /// </remarks>
        public AnimancerState Play(ITransition transition)
            => Graph.Layers[0].Play(transition);

        /// <summary>
        /// Creates a state for the `transition` if it didn't already exist, then calls
        /// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
        /// depending on <see cref="ITransition.CrossFadeFromStart"/>.
        /// </summary>
        /// <remarks>
        /// This method is safe to call repeatedly without checking whether the `transition` was already playing.
        /// </remarks>
        public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = default)
            => Graph.Layers[0].Play(transition, fadeDuration, mode);

        /************************************************************************************************************************/
        // Try Play.
        /************************************************************************************************************************/

        /// <summary>
        /// Stops all other animations on the base layer,
        /// plays the animation registered with the `key`,
        /// and returns the animation's state.
        /// </summary>
        /// <remarks>
        /// If no state is registered with the `key`, this method does nothing and returns null.
        /// <para></para>
        /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
        /// To restart it from the beginning you can simply set the returned state's time to 0.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the animation was already playing.
        /// </remarks>
        /// <exception cref="ArgumentNullException">The `key` is null.</exception>
        public AnimancerState TryPlay(object key)
            => Graph.Layers[0].TryPlay(key);

        /// <summary>
        /// Stops all other animations on the base layer,
        /// plays the animation registered with the `key`,
        /// and returns the animation's state.
        /// </summary>
        /// <remarks>
        /// If no state is registered with the `key`, this method does nothing and returns null.
        /// <para></para>
        /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
        /// To restart it from the beginning you can simply set the returned state's time to 0.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the animation was already playing.
        /// </remarks>
        public AnimancerState TryPlay(
            IHasKey hasKey)
            => TryPlay(hasKey.Key);

        /// <summary>
        /// Starts fading in the animation registered with the `key` while fading out all others in the same layer
        /// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does
        /// nothing and returns null.
        /// </summary>
        /// <remarks>
        /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
        /// method will allow it to complete the existing fade rather than starting a slower one.
        /// <para></para>
        /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
        /// and simply <see cref="AnimancerState.Play"/> the `state`.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the animation was already playing.
        /// <para></para>
        /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
        /// </remarks>
        /// <exception cref="ArgumentNullException">The `key` is null.</exception>
        public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default)
            => Graph.Layers[0].TryPlay(key, fadeDuration, mode);

        /// <summary>
        /// Starts fading in the animation registered with the `key`
        /// while fading out all others in the same layer over the course of the `fadeDuration`
        /// and returns the animation's state.
        /// </summary>
        /// <remarks>
        /// If no state is registered with the `key`, this method does nothing and returns null.
        /// <para></para>
        /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`,
        /// this method allows it to continue the existing fade rather than starting a slower one.
        /// <para></para>
        /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will
        /// fade in the layer itself and simply <see cref="AnimancerState.Play"/> the `state`.
        /// <para></para>
        /// This method is safe to call repeatedly without checking whether the animation was already playing.
        /// <para></para>
        /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
        /// </remarks>
        public AnimancerState TryPlay(
            IHasKey hasKey,
            float fadeDuration,
            FadeMode mode = default)
            => TryPlay(hasKey.Key, fadeDuration, mode);

        /************************************************************************************************************************/

        /// <summary>
        /// Gets the state associated with the `clip`, stops and rewinds it to the start, then returns it.
        /// </summary>
        public AnimancerState Stop(AnimationClip clip)
            => Stop(GetKey(clip));

        /// <summary>
        /// Gets the state registered with the <see cref="IHasKey.Key"/>, stops and rewinds it to the start, then
        /// returns it.
        /// </summary>
        public AnimancerState Stop(IHasKey hasKey)
            => _Graph?.Stop(hasKey);

        /// <summary>
        /// Gets the state associated with the `key`, stops and rewinds it to the start, then returns it.
        /// </summary>
        public AnimancerState Stop(object key)
            => _Graph?.Stop(key);

        /// <summary>Stops all animations and rewinds them to the start.</summary>
        public void Stop()
        {
            if (IsGraphInitialized)
                _Graph.Stop();
        }

        /************************************************************************************************************************/

        /// <summary>
        /// Returns true if a state is registered for the `clip` and it is currently playing.
        /// <para></para>
        /// The actual dictionary key is determined using <see cref="GetKey"/>.
        /// </summary>
        public bool IsPlaying(AnimationClip clip)
            => IsPlaying(GetKey(clip));

        /// <summary>
        /// Returns true if a state is registered with the <see cref="IHasKey.Key"/> and it is currently playing.
        /// </summary>
        public bool IsPlaying(IHasKey hasKey)
            => IsGraphInitialized
            && _Graph.IsPlaying(hasKey);

        /// <summary>
        /// Returns true if a state is registered with the `key` and it is currently playing.
        /// </summary>
        public bool IsPlaying(object key)
            => IsGraphInitialized
            && _Graph.IsPlaying(key);

        /// <summary>
        /// Returns true if at least one animation is being played.
        /// </summary>
        public bool IsPlaying()
            => IsGraphInitialized
            && _Graph.IsPlaying();

        /************************************************************************************************************************/

        /// <summary>
        /// Returns true if the `clip` is currently being played by at least one state.
        /// <para></para>
        /// This method is inefficient because it searches through every state to find any that are playing the `clip`,
        /// unlike <see cref="IsPlaying(AnimationClip)"/> which only checks the state registered using the `clip`s key.
        /// </summary>
        public bool IsPlayingClip(AnimationClip clip)
            => IsGraphInitialized
            && _Graph.IsPlayingClip(clip);

        /************************************************************************************************************************/

        /// <summary>
        /// Immediately applies the current states of all animations to the animated objects.
        /// </summary>
        public void Evaluate()
            => Graph.Evaluate();

        /// <summary>
        /// Advances time by the specified value (in seconds) and immediately applies the current states of all
        /// animations to the animated objects.
        /// </summary>
        public void Evaluate(float deltaTime)
            => Graph.Evaluate(deltaTime);

        /************************************************************************************************************************/
        #region Key Error Methods
#if UNITY_EDITOR
        /************************************************************************************************************************/
        // These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an
        // AnimancerState as a key, since the whole point of a key is to identify a state in the first place.
        /************************************************************************************************************************/

        /// <summary>[Warning]
        /// You should not use an <see cref="AnimancerState"/> as a key.
        /// Just call <see cref="AnimancerState.Stop"/>.
        /// </summary>
        [Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Stop().", true)]
        public AnimancerState Stop(AnimancerState key)
        {
            key.Stop();
            return key;
        }

        /// <summary>[Warning]
        /// You should not use an <see cref="AnimancerState"/> as a key.
        /// Just check <see cref="AnimancerState.IsPlaying"/>.
        /// </summary>
        [Obsolete("You should not use an AnimancerState as a key. Just check AnimancerState.IsPlaying.", true)]
        public bool IsPlaying(AnimancerState key)
            => key.IsPlaying;

        /************************************************************************************************************************/
#endif
        #endregion
        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Enumeration
        /************************************************************************************************************************/
        // IEnumerator for yielding in a coroutine to wait until all animations have stopped.
        /************************************************************************************************************************/

        /// <summary>Are any animations are still playing?</summary>
        /// <remarks>This allows this object to be used as a custom yield instruction.</remarks>
        bool IEnumerator.MoveNext()
            => IsGraphInitialized
            && ((IEnumerator)_Graph).MoveNext();

        /// <summary>Returns null.</summary>
        object IEnumerator.Current
            => null;

        /// <summary>Does nothing.</summary>
        void IEnumerator.Reset()
        { }

        /************************************************************************************************************************/

        /// <summary>[<see cref="IAnimationClipSource"/>]
        /// Calls <see cref="GatherAnimationClips(ICollection{AnimationClip})"/>.
        /// </summary>
        public void GetAnimationClips(List<AnimationClip> clips)
        {
            var set = SetPool.Acquire<AnimationClip>();
            set.UnionWith(clips);

            GatherAnimationClips(set);

            clips.Clear();
            clips.AddRange(set);
            SetPool.Release(set);
        }

        /************************************************************************************************************************/

        /// <summary>[<see cref="IAnimationClipCollection"/>]
        /// Gathers all the animations in the <see cref="Graph"/>.
        /// <para></para>
        /// In the Unity Editor this method also gathers animations from other components on parent and child objects.
        /// </summary>
        public virtual void GatherAnimationClips(ICollection<AnimationClip> clips)
        {
            if (IsGraphInitialized)
                _Graph.GatherAnimationClips(clips);

#if UNITY_EDITOR
            Editor.AnimationGatherer.GatherFromGameObject(gameObject, clips);

            if (_Animator != null && _Animator.gameObject != gameObject)
                Editor.AnimationGatherer.GatherFromGameObject(_Animator.gameObject, clips);
#endif
        }

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
    }
}

