VertexAnimation/Runtime/Scripts/VA_AnimationLibraryComponentAuthoring.cs

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using Unity.Entities;
using Unity.Collections;
namespace TAO.VertexAnimation
{
[UnityEngine.RequireComponent(typeof(ConvertToEntity))]
[UnityEngine.DisallowMultipleComponent]
public class VA_AnimationLibraryComponentAuthoring : UnityEngine.MonoBehaviour
{
public VA_AnimationLibrary animationLibrary;
}
public class VA_AnimationLibraryConversionSystem : GameObjectConversionSystem
{
// Static because of multi scene setup.
public static BlobAssetReference<VA_AnimationLibraryData> animLibAssetRef;
protected override void OnUpdate()
{
Entities.ForEach((VA_AnimationLibraryComponentAuthoring animationLib) =>
{
animationLib.animationLibrary.Init();
// Blob builder to build.
using (BlobBuilder blobBuilder = new BlobBuilder(Allocator.Temp))
{
// Construct the root.
ref VA_AnimationLibraryData animationDataBlobAsset = ref blobBuilder.ConstructRoot<VA_AnimationLibraryData>();
// Set all the data.
BlobBuilderArray<VA_AnimationData> animationDataArray = blobBuilder.Allocate(ref animationDataBlobAsset.animations, animationLib.animationLibrary.animationData.Count);
for (int i = 0; i < animationDataArray.Length; i++)
{
// Copy data.
animationDataArray[i] = animationLib.animationLibrary.animationData[i];
}
// Construct blob asset reference.
//BlobAssetReference<VA_AnimationLibraryData> animLibAssetRef = blobBuilder.CreateBlobAssetReference<VA_AnimationLibraryData>(Allocator.Persistent);
// Static because of multi scene setup.
animLibAssetRef = blobBuilder.CreateBlobAssetReference<VA_AnimationLibraryData>(Allocator.Persistent);
// Add it to the asset store.
BlobAssetStore.TryAdd(new Hash128(VA_AnimationLibraryUtils.AnimationLibraryAssetStoreName), animLibAssetRef);
UnityEngine.Debug.Log("VA_AnimationLibrary has " + animLibAssetRef.Value.animations.Length.ToString() + " animations.");
}
// Remove the entity since we don't need it anymore.
DstEntityManager.DestroyEntity(GetPrimaryEntity(animationLib));
});
}
}
}