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|
||||
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|
||||
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|
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@ -26,18 +26,18 @@ TextureImporter:
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|
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|
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@ -63,11 +65,11 @@ TextureImporter:
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@ -5,113 +5,111 @@ using TAO.VertexAnimation;
|
||||
|
||||
public class SampleAnimationSystemsAuthoring : UnityEngine.MonoBehaviour
|
||||
{
|
||||
[UnityEngine.SerializeField]
|
||||
private SampleSystem sampleSystem = SampleSystem.PlayRandomAnimation;
|
||||
[UnityEngine.SerializeField]
|
||||
private SampleSystem sampleSystem = SampleSystem.PlayRandomAnimation;
|
||||
|
||||
[UnityEngine.SerializeField]
|
||||
private string animationName = "Character1Shoot";
|
||||
[UnityEngine.SerializeField]
|
||||
private VA_Animation animationAsset = null;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
switch (sampleSystem)
|
||||
{
|
||||
case SampleSystem.PlayRandomAnimation:
|
||||
{
|
||||
var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayRandomAnimationSystem>();
|
||||
system.Enabled = true;
|
||||
}
|
||||
break;
|
||||
case SampleSystem.PlayAnimationByName:
|
||||
{
|
||||
var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayAnimationByNameSystem>();
|
||||
system.animationName = animationName;
|
||||
system.Enabled = true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
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}
|
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}
|
||||
private void Awake()
|
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{
|
||||
switch (sampleSystem)
|
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{
|
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case SampleSystem.PlayRandomAnimation:
|
||||
{
|
||||
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|
||||
system.Enabled = true;
|
||||
}
|
||||
break;
|
||||
case SampleSystem.PlayAnimationByAsset:
|
||||
{
|
||||
var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayAnimationByNameSystem>();
|
||||
system.animationName = animationAsset.GetName();
|
||||
system.Enabled = true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public enum SampleSystem
|
||||
{
|
||||
PlayRandomAnimation,
|
||||
PlayAnimationByName
|
||||
}
|
||||
public enum SampleSystem
|
||||
{
|
||||
PlayRandomAnimation,
|
||||
PlayAnimationByAsset
|
||||
}
|
||||
}
|
||||
|
||||
// Example system to update animation parameters.
|
||||
[UpdateBefore(typeof(VA_AnimatorSystem))]
|
||||
public class PlayRandomAnimationSystem : SystemBase
|
||||
{
|
||||
protected override void OnCreate()
|
||||
{
|
||||
base.OnCreate();
|
||||
protected override void OnCreate()
|
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{
|
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base.OnCreate();
|
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|
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Enabled = false;
|
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}
|
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Enabled = false;
|
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}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
Random random = Random.CreateFromIndex((uint)UnityEngine.Time.time);
|
||||
float deltaTime = UnityEngine.Time.deltaTime;
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
Random random = Random.CreateFromIndex((uint)UnityEngine.Time.time);
|
||||
float deltaTime = UnityEngine.Time.deltaTime;
|
||||
|
||||
Entities.ForEach((ref VA_AnimatorComponent ac) =>
|
||||
{
|
||||
// Get the animation lib data.
|
||||
ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
|
||||
Entities.ForEach((ref VA_AnimatorComponent ac) =>
|
||||
{
|
||||
// Get the animation lib data.
|
||||
ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
|
||||
|
||||
// 'Play' the actual animation.
|
||||
ac.animationTime += deltaTime;
|
||||
// 'Play' the actual animation.
|
||||
ac.animationTime += deltaTime * animationsRef.animations[ac.animationIndex].frameTime;
|
||||
|
||||
if (ac.animationTime > animationsRef.animations[ac.animationIndex].duration)
|
||||
{
|
||||
// Set time. Using the difference to smoothen out animations when looping.
|
||||
ac.animationTime -= animationsRef.animations[ac.animationIndex].duration;
|
||||
if (ac.animationTime > animationsRef.animations[ac.animationIndex].duration)
|
||||
{
|
||||
// Set time. Using the difference to smoothen out animations when looping.
|
||||
ac.animationTime -= animationsRef.animations[ac.animationIndex].duration;
|
||||
|
||||
// New random animation.
|
||||
ac.animationIndex = random.NextInt(0, animationsRef.animations.Length);
|
||||
}
|
||||
|
||||
}).ScheduleParallel();
|
||||
}
|
||||
// New random animation.
|
||||
ac.animationIndex = random.NextInt(0, animationsRef.animations.Length);
|
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}
|
||||
}).ScheduleParallel();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Example system to set the animation by name.
|
||||
[UpdateBefore(typeof(VA_AnimatorSystem))]
|
||||
public class PlayAnimationByNameSystem : SystemBase
|
||||
{
|
||||
public FixedString32 animationName;
|
||||
public FixedString64 animationName;
|
||||
|
||||
protected override void OnCreate()
|
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{
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base.OnCreate();
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protected override void OnCreate()
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base.OnCreate();
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}
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protected override void OnUpdate()
|
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{
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||||
float deltaTime = UnityEngine.Time.deltaTime;
|
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FixedString32 an = animationName;
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protected override void OnUpdate()
|
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{
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float deltaTime = UnityEngine.Time.deltaTime;
|
||||
FixedString64 an = animationName;
|
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|
||||
Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
|
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{
|
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// Get the animation lib data.
|
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ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
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Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
|
||||
{
|
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// Get the animation lib data.
|
||||
ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
|
||||
|
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// Set the animation index on the AnimatorComponent to play this animation.
|
||||
ac.animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, an);
|
||||
// Set the animation index on the AnimatorComponent to play this animation.
|
||||
ac.animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, an);
|
||||
|
||||
// 'Play' the actual animation.
|
||||
ac.animationTime += deltaTime;
|
||||
// 'Play' the actual animation.
|
||||
ac.animationTime += deltaTime * animationsRef.animations[ac.animationIndex].frameTime;
|
||||
|
||||
if (ac.animationTime > animationsRef.animations[ac.animationIndex].duration)
|
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{
|
||||
// Set time. Using the difference to smoothen out animations when looping.
|
||||
ac.animationTime -= animationsRef.animations[ac.animationIndex].duration;
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}
|
||||
}).ScheduleParallel();
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}
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if (ac.animationTime > animationsRef.animations[ac.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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ac.animationTime -= animationsRef.animations[ac.animationIndex].duration;
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}
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}).ScheduleParallel();
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}
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}
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Samples~/Example1/Textures/Veribot_BaseColor.png
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@ -1,6 +1,6 @@
|
||||
This package borrows code from various different sources, including:
|
||||
|
||||
### Name
|
||||
- File: []()
|
||||
- Source: []()
|
||||
- License: []()
|
||||
### Veribot
|
||||
- Author: [nonlly](https://sketchfab.com/nonlly)
|
||||
- Source: [Sketchfab](https://skfb.ly/6QYR6)
|
||||
- License: [Creative Commons Attribution](http://creativecommons.org/licenses/by/4.0/)
|