mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +01:00
Added first version of Animation Blending
This commit is contained in:
parent
9dca839eaf
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37
Runtime/Scripts/AnimationBakingSystem.cs
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37
Runtime/Scripts/AnimationBakingSystem.cs
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@ -0,0 +1,37 @@
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Transforms;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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[RequireMatchingQueriesForUpdate]
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public partial class AnimationBakingSystem : SystemBase
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{
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protected override void OnUpdate()
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{
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EntityCommandBuffer entityCommandBuffer = new EntityCommandBuffer( Allocator.Temp );
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foreach (var (animator, wait) in
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SystemAPI.Query<RefRW<AnimatorComponent>, RefRW<AnimatorWaitingForBaking>>())
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{
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DynamicBuffer<Child> children = EntityManager.GetBuffer < Child >( wait.ValueRO.AnimatorEntity );
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Debug.Log( children.Length );
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animator.ValueRW.SkinnedMeshes = new NativeArray < Entity >( children.Length, Allocator.Persistent );
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int i = 0;
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foreach ( Child child in children )
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{
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animator.ValueRW.SkinnedMeshes[i] = child.Value;
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i++;
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}
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wait.ValueRW.IsInitialized = true;
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entityCommandBuffer.RemoveComponent<AnimatorWaitingForBaking>( wait.ValueRO.AnimatorEntity );
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//EntityManager.RemoveComponent < AnimatorWaitingForBaking >( wait.AnimatorEntity );
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}
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entityCommandBuffer.Playback( EntityManager );
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}
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}
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}
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3
Runtime/Scripts/AnimationBakingSystem.cs.meta
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3
Runtime/Scripts/AnimationBakingSystem.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 2720e153eb0b4e8c8cdc100f844448f2
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timeCreated: 1670713611
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117
Runtime/Scripts/AnimationCurve.cs
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117
Runtime/Scripts/AnimationCurve.cs
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@ -0,0 +1,117 @@
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using System;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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public static class AnimationCurveExtention
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{
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public static float[] GenerateCurveArray(this UnityEngine.AnimationCurve self, int numberOfSamples)
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{
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float[] returnArray = new float[numberOfSamples];
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for (int j = 0; j < numberOfSamples; j++)
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{
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returnArray[j] = self.Evaluate((float)j / numberOfSamples);
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//Debug.Log( returnArray[j] );
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}
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return returnArray;
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}
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public static EntitiesAnimationCurveReference LoadUnityAnimationCurveIntoEntitiesAnimationCurve(this UnityEngine.AnimationCurve animationCurve, int numberOfSamples)
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{
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float[] samplePoints = animationCurve.GenerateCurveArray(numberOfSamples);
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EntitiesAnimationCurveReference component = new EntitiesAnimationCurveReference();
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using ( BlobBuilder blobBuilder = new BlobBuilder( Allocator.Temp ) )
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{
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ref EntitiesAnimationCurve animationCurveEcs = ref blobBuilder.ConstructRoot < EntitiesAnimationCurve >();
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BlobBuilderArray<float> curveSamples = blobBuilder.Allocate( ref animationCurveEcs.SampledPoints, numberOfSamples );
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for (int i = 0; i < numberOfSamples; i++)
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{
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// Copy data.
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curveSamples[i] = samplePoints[i];
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}
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component.EntitiesCurve = blobBuilder.CreateBlobAssetReference < EntitiesAnimationCurve >( Allocator.Persistent );
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}
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component.EntitiesCurve.Value.NumberOfSamples = numberOfSamples;
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return component;
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}
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}
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[Serializable]
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public struct EntitiesAnimationCurve
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{
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public BlobArray < float > SampledPoints;
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public int NumberOfSamples;
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public float GetValueAtTime(float time)
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{
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var approxSampleIndex = (NumberOfSamples - 1) * time;
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var sampleIndexBelow = (int)math.floor(approxSampleIndex);
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if (sampleIndexBelow >= NumberOfSamples - 1)
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{
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return SampledPoints[NumberOfSamples - 1];
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}
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var indexRemainder = approxSampleIndex - sampleIndexBelow;
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return math.lerp(SampledPoints[sampleIndexBelow], SampledPoints[sampleIndexBelow + 1], indexRemainder);
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}
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}
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[Serializable]
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public struct EntitiesAnimationCurveReference
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{
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public BlobAssetReference<EntitiesAnimationCurve> EntitiesCurve;
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public readonly float GetValueAtTime(float time) => EntitiesCurve.Value.GetValueAtTime(time);
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}
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[Serializable]
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public struct EntitiesAnimationCurveLibrary : IComponentData
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{
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public NativeList < EntitiesAnimationCurveReference > CurveReferences;
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}
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public struct SampledAnimationCurve : System.IDisposable
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{
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NativeArray<float> sampledFloat;
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/// <param name="samples">Must be 2 or higher</param>
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public SampledAnimationCurve(AnimationCurve ac, int samples)
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{
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sampledFloat = new NativeArray<float>(samples, Allocator.Persistent);
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float timeFrom = ac.keys[0].time;
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float timeTo = ac.keys[ac.keys.Length - 1].time;
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float timeStep = (timeTo - timeFrom) / (samples - 1);
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for (int i = 0; i < samples; i++)
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{
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sampledFloat[i] = ac.Evaluate(timeFrom + (i * timeStep));
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}
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}
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public void Dispose()
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{
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sampledFloat.Dispose();
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}
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/// <param name="time">Must be from 0 to 1</param>
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public float EvaluateLerp(float time)
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{
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int len = sampledFloat.Length - 1;
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float clamp01 = time < 0 ? 0 : (time > 1 ? 1 : time);
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float floatIndex = (clamp01 * len);
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int floorIndex = (int)math.floor(floatIndex);
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if (floorIndex == len)
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{
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return sampledFloat[len];
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}
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float lowerValue = sampledFloat[floorIndex];
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float higherValue = sampledFloat[floorIndex + 1];
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return math.lerp(lowerValue, higherValue, math.frac(floatIndex));
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}
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}
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}
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3
Runtime/Scripts/AnimationCurve.cs.meta
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3
Runtime/Scripts/AnimationCurve.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1139ec583eba4a088b003096cc28582f
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timeCreated: 1670717467
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30
Runtime/Scripts/AnimationCurveAuthoring.cs
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30
Runtime/Scripts/AnimationCurveAuthoring.cs
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@ -0,0 +1,30 @@
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Entities;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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public class AnimationCurveAuthoring : MonoBehaviour
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{
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public List < AnimationCurve > CurvesToConvert;
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public int NumberOfSamples = 256;
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}
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public class AnimationCurveAuthoringBaker : Baker <AnimationCurveAuthoring>
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{
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public override void Bake( AnimationCurveAuthoring authoring )
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{
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EntitiesAnimationCurveLibrary curveLibrary = new EntitiesAnimationCurveLibrary();
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curveLibrary.CurveReferences = new NativeList < EntitiesAnimationCurveReference >( 5, Allocator.Persistent );
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foreach ( AnimationCurve curve in authoring.CurvesToConvert )
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{
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curveLibrary.CurveReferences.Add( curve.LoadUnityAnimationCurveIntoEntitiesAnimationCurve( authoring.NumberOfSamples ) );
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}
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AddComponent( curveLibrary );
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}
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}
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}
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3
Runtime/Scripts/AnimationCurveAuthoring.cs.meta
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3
Runtime/Scripts/AnimationCurveAuthoring.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 600a2b395a2a4b1ebe07b9248cff83ca
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timeCreated: 1670719445
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@ -16,10 +16,11 @@ namespace TAO.VertexAnimation
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public bool DebugMode = false;
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public uint Seed;
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}
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public struct SkinnedMeshEntity : IBufferElementData
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public struct AnimatorWaitingForBaking : IComponentData
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{
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public Entity Value;
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public bool IsInitialized;
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public Entity AnimatorEntity;
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}
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public struct AnimationLibraryComponent : IComponentData
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@ -74,41 +75,36 @@ public class AnimationLibraryComponentBaker : Baker < AnimationLibraryComponentA
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ref VA_AnimationLibraryData animationsRef = ref animLib.Value;
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Random random = new Random( authoring.Seed != 0 ? authoring.Seed : 42 );
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int index = random.NextInt( 20 );
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// Add animator to 'parent'.
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AnimatorComponent animatorComponent = new AnimatorComponent
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{
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Enabled = true,
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AnimationName = animationsRef.animations[index].name,
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AnimationName = animationsRef.animations[5].name,
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AnimationIndex = 2,
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AnimationIndexNext = -1,
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AnimationTime = 0,
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AnimationLibrary = animLib
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};
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AddComponent(animatorComponent);
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AnimatorBlendStateComponent animatorStateComponent = new AnimatorBlendStateComponent
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{
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BlendingEnabled = true,
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AnimationIndex = 1,
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AnimationIndexNext = -1,
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AnimationTime = 0
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ToAnimationIndex = 1,
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BlendingCurrentTime = 0.0f,
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AnimationBlendingCurveIndex = 2,
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BlendingDuration = 2.5f,
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AnimationTime = 0.0f,
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};
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AddComponent( animatorStateComponent );
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var boneEntityArray = AddBuffer<SkinnedMeshEntity>();
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MeshRenderer[] meshRenderers =
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authoring.transform.GetComponentsInChildren < MeshRenderer >();
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boneEntityArray.ResizeUninitialized(meshRenderers.Length);
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for (int meshIndex = 0; meshIndex < meshRenderers.Length; ++meshIndex)
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{
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var meshEntity = GetEntity(meshRenderers[meshIndex]);
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boneEntityArray[meshIndex] = new SkinnedMeshEntity {Value = meshEntity};
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}
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AddComponent<AnimatorWaitingForBaking>(new AnimatorWaitingForBaking{ AnimatorEntity = GetEntity(), IsInitialized = false});
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}
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}
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//[GenerateAuthoringComponent]
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public struct AnimatorComponent : IComponentData
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{
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@ -117,17 +113,18 @@ public struct AnimatorComponent : IComponentData
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public int AnimationIndex;
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public int AnimationIndexNext;
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public float AnimationTime;
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public float AnimationTimeNext;
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public BlobAssetReference<VA_AnimationLibraryData> AnimationLibrary;
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public NativeArray < Entity > SkinnedMeshes;
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}
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public struct AnimatorBlendStateComponent : IComponentData
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{
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public bool BlendingEnabled;
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public int AnimationIndex;
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public int AnimationIndexNext;
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public float AnimationTime;
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public float AnimationTimeNext;
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public int ToAnimationIndex;
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public float BlendingDuration;
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public float BlendingCurrentTime;
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public int AnimationBlendingCurveIndex;
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}
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}
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@ -1,5 +1,6 @@
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Entities;
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using Unity.Jobs;
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using Unity.Mathematics;
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@ -37,8 +38,17 @@ public partial struct AnimatorSystem : ISystem
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EntityCommandBuffer ecb = SystemAPI.GetSingleton < BeginSimulationEntityCommandBufferSystem.Singleton >().
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CreateCommandBuffer( state.WorldUnmanaged );
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RefRW < EntitiesAnimationCurveLibrary > curveLibrary =
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SystemAPI.GetSingletonRW < EntitiesAnimationCurveLibrary >();
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UpdateAnimatorJob job =
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new UpdateAnimatorJob { DeltaTime = deltaTime, StartIndex = 0, Ecb = ecb.AsParallelWriter() };
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new UpdateAnimatorJob
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{
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DeltaTime = deltaTime,
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StartIndex = 0,
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Ecb = ecb.AsParallelWriter(),
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EntitiesAnimationCurveLibrary = curveLibrary
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};
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job.Run();
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@ -67,18 +77,112 @@ public partial struct UpdateAnimatorJob : IJobEntity
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public float DeltaTime;
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public int StartIndex;
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public EntityCommandBuffer.ParallelWriter Ecb;
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[NativeDisableUnsafePtrRestriction]
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public RefRW < EntitiesAnimationCurveLibrary > EntitiesAnimationCurveLibrary;
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[BurstCompile]
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public void Execute(
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ref AnimatorComponent animator,
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ref AnimatorBlendStateComponent animatorBlendState,
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in DynamicBuffer < SkinnedMeshEntity > buffer )
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ref AnimatorBlendStateComponent animatorBlendState )
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{
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if ( animator.Enabled )
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{
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// Get the animation lib data.
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ref VA_AnimationLibraryData animationsRef = ref animator.AnimationLibrary.Value;
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int animationIndexNextBlend = 0;
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float animationTimeNextBlend = 0.0f;
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float blendValue = 0.0f;
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if ( animatorBlendState.BlendingEnabled )
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{
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animatorBlendState.BlendingCurrentTime += DeltaTime;
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if ( animatorBlendState.BlendingCurrentTime >
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animatorBlendState.BlendingDuration )
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{
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animator.AnimationIndex = animatorBlendState.ToAnimationIndex;
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animator.AnimationIndexNext = -1;
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animator.AnimationTime = animatorBlendState.AnimationTime;
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animatorBlendState.BlendingEnabled = false;
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animatorBlendState.ToAnimationIndex = -1;
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animatorBlendState.AnimationTime = 0;
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animatorBlendState.BlendingDuration = 0.0f;
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animatorBlendState.BlendingCurrentTime = 0.0f;
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animatorBlendState.AnimationBlendingCurveIndex = -1;
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for ( int i = 0; i < animator.SkinnedMeshes.Length; i++ )
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{
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BlendingAnimationDataComponent blendingAnimationDataComponent =
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new BlendingAnimationDataComponent { Value = 0.0f };
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Ecb.SetComponent < BlendingAnimationDataComponent >(
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StartIndex,
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animator.SkinnedMeshes[i],
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blendingAnimationDataComponent );
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StartIndex++;
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SecondAnimationDataComponent vaAnimationDataComponent2 = new SecondAnimationDataComponent();
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vaAnimationDataComponent2.Value = new float4
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{
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x = 0.0f,
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y = animatorBlendState.ToAnimationIndex,
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z = 0.0f,
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w = animatorBlendState.ToAnimationIndex
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};
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Ecb.SetComponent < SecondAnimationDataComponent >(
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StartIndex,
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animator.SkinnedMeshes[i],
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vaAnimationDataComponent2 );
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StartIndex++;
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}
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}
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else
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{
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float blendTime =
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1.0f / animatorBlendState.BlendingDuration * animatorBlendState.BlendingCurrentTime;
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blendValue = EntitiesAnimationCurveLibrary.ValueRW.
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CurveReferences[
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animatorBlendState.AnimationBlendingCurveIndex].
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GetValueAtTime( blendTime );
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animatorBlendState.AnimationTime += DeltaTime *
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animationsRef.
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animations[animatorBlendState.ToAnimationIndex].
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frameTime;
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if ( animatorBlendState.AnimationTime >
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animationsRef.animations[animatorBlendState.ToAnimationIndex].duration )
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{
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// Set time. Using the difference to smoothen out animations when looping.
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animatorBlendState.AnimationTime -=
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animationsRef.animations[animatorBlendState.ToAnimationIndex].duration;
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//animator.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 );
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}
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// Lerp animations.
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// Set animation for lerp.
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animationIndexNextBlend = animatorBlendState.ToAnimationIndex;
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// Calculate next frame time for lerp.
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animationTimeNextBlend = animatorBlendState.AnimationTime +
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( 1.0f / animationsRef.animations[animationIndexNextBlend].maxFrames );
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if ( animationTimeNextBlend > animationsRef.animations[animationIndexNextBlend].duration )
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{
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// Set time. Using the difference to smooth out animations when looping.
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animationTimeNextBlend -= animatorBlendState.AnimationTime;
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}
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}
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}
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//if ( animator.AnimationName != vaAnimatorStateComponent.CurrentAnimationName )
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//{
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// // Set the animation index on the AnimatorComponent to play this animation.
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@ -118,50 +222,7 @@ public partial struct UpdateAnimatorJob : IJobEntity
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animationTimeNext -= animator.AnimationTime;
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}
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int animationIndexNextBlend = 0;
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float animationTimeNextBlend = 0.0f;
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if ( animatorBlendState.BlendingEnabled )
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{
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// 'Play' the actual animation.
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animatorBlendState.AnimationTime += DeltaTime *
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animationsRef.
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animations[animatorBlendState.AnimationIndex].
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frameTime;
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if ( animatorBlendState.AnimationTime >
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animationsRef.animations[animatorBlendState.AnimationIndex].duration )
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{
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// Set time. Using the difference to smoothen out animations when looping.
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animatorBlendState.AnimationTime -=
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animationsRef.animations[animatorBlendState.AnimationIndex].duration;
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//animator.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 );
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}
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// Lerp animations.
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// Set animation for lerp.
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animationIndexNextBlend = animatorBlendState.AnimationIndexNext;
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if ( animationIndexNextBlend < 0 )
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{
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animationIndexNextBlend = animatorBlendState.AnimationIndex;
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//animator.animationIndexNext = animationIndexNext + 1;
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}
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// Calculate next frame time for lerp.
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animationTimeNextBlend = animatorBlendState.AnimationTime +
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( 1.0f / animationsRef.animations[animationIndexNextBlend].maxFrames );
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if ( animationTimeNextBlend > animationsRef.animations[animationIndexNextBlend].duration )
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{
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// Set time. Using the difference to smooth out animations when looping.
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animationTimeNextBlend -= animatorBlendState.AnimationTime;
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}
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}
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for ( int i = 0; i < buffer.Length; i++ )
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for ( int i = 0; i < animator.SkinnedMeshes.Length; i++ )
|
||||
{
|
||||
FirstAnimationDataComponent vaAnimationDataComponent = new FirstAnimationDataComponent();
|
||||
|
||||
@ -173,10 +234,24 @@ public partial struct UpdateAnimatorJob : IJobEntity
|
||||
w = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animationIndexNext )
|
||||
};
|
||||
|
||||
SystemAPI.SetComponent < FirstAnimationDataComponent >( buffer[i].Value, vaAnimationDataComponent );
|
||||
Ecb.SetComponent < FirstAnimationDataComponent >(
|
||||
StartIndex,
|
||||
animator.SkinnedMeshes[i],
|
||||
vaAnimationDataComponent );
|
||||
|
||||
StartIndex++;
|
||||
|
||||
if ( animatorBlendState.BlendingEnabled )
|
||||
{
|
||||
BlendingAnimationDataComponent blendingAnimationDataComponent =
|
||||
new BlendingAnimationDataComponent { Value = blendValue };
|
||||
|
||||
Ecb.SetComponent < BlendingAnimationDataComponent >(
|
||||
StartIndex,
|
||||
animator.SkinnedMeshes[i],
|
||||
blendingAnimationDataComponent );
|
||||
|
||||
StartIndex++;
|
||||
SecondAnimationDataComponent vaAnimationDataComponent2 = new SecondAnimationDataComponent();
|
||||
|
||||
vaAnimationDataComponent2.Value = new float4
|
||||
@ -184,16 +259,19 @@ public partial struct UpdateAnimatorJob : IJobEntity
|
||||
x = animatorBlendState.AnimationTime,
|
||||
y = VA_AnimationLibraryUtils.GetAnimationMapIndex(
|
||||
ref animationsRef,
|
||||
animatorBlendState.AnimationIndex ),
|
||||
animatorBlendState.ToAnimationIndex ),
|
||||
z = animationTimeNextBlend,
|
||||
w = VA_AnimationLibraryUtils.GetAnimationMapIndex(
|
||||
ref animationsRef,
|
||||
animationIndexNextBlend )
|
||||
};
|
||||
|
||||
SystemAPI.SetComponent < SecondAnimationDataComponent >(
|
||||
buffer[i].Value,
|
||||
Ecb.SetComponent < SecondAnimationDataComponent >(
|
||||
StartIndex,
|
||||
animator.SkinnedMeshes[i],
|
||||
vaAnimationDataComponent2 );
|
||||
|
||||
StartIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user