New sample assets.

This commit is contained in:
max 2021-01-21 14:02:34 +01:00
parent 7c94fd6143
commit 9dccd7154f
67 changed files with 2353 additions and 11023 deletions

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@ -5,113 +5,111 @@ using TAO.VertexAnimation;
public class SampleAnimationSystemsAuthoring : UnityEngine.MonoBehaviour public class SampleAnimationSystemsAuthoring : UnityEngine.MonoBehaviour
{ {
[UnityEngine.SerializeField] [UnityEngine.SerializeField]
private SampleSystem sampleSystem = SampleSystem.PlayRandomAnimation; private SampleSystem sampleSystem = SampleSystem.PlayRandomAnimation;
[UnityEngine.SerializeField] [UnityEngine.SerializeField]
private string animationName = "Character1Shoot"; private VA_Animation animationAsset = null;
private void Awake() private void Awake()
{ {
switch (sampleSystem) switch (sampleSystem)
{ {
case SampleSystem.PlayRandomAnimation: case SampleSystem.PlayRandomAnimation:
{ {
var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayRandomAnimationSystem>(); var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayRandomAnimationSystem>();
system.Enabled = true; system.Enabled = true;
} }
break; break;
case SampleSystem.PlayAnimationByName: case SampleSystem.PlayAnimationByAsset:
{ {
var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayAnimationByNameSystem>(); var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayAnimationByNameSystem>();
system.animationName = animationName; system.animationName = animationAsset.GetName();
system.Enabled = true; system.Enabled = true;
} }
break; break;
default: default:
break; break;
} }
} }
public enum SampleSystem public enum SampleSystem
{ {
PlayRandomAnimation, PlayRandomAnimation,
PlayAnimationByName PlayAnimationByAsset
} }
} }
// Example system to update animation parameters. // Example system to update animation parameters.
[UpdateBefore(typeof(VA_AnimatorSystem))] [UpdateBefore(typeof(VA_AnimatorSystem))]
public class PlayRandomAnimationSystem : SystemBase public class PlayRandomAnimationSystem : SystemBase
{ {
protected override void OnCreate() protected override void OnCreate()
{ {
base.OnCreate(); base.OnCreate();
Enabled = false; Enabled = false;
} }
protected override void OnUpdate() protected override void OnUpdate()
{ {
Random random = Random.CreateFromIndex((uint)UnityEngine.Time.time); Random random = Random.CreateFromIndex((uint)UnityEngine.Time.time);
float deltaTime = UnityEngine.Time.deltaTime; float deltaTime = UnityEngine.Time.deltaTime;
Entities.ForEach((ref VA_AnimatorComponent ac) => Entities.ForEach((ref VA_AnimatorComponent ac) =>
{ {
// Get the animation lib data. // Get the animation lib data.
ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value; ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
// 'Play' the actual animation. // 'Play' the actual animation.
ac.animationTime += deltaTime; ac.animationTime += deltaTime * animationsRef.animations[ac.animationIndex].frameTime;
if (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. // Set time. Using the difference to smoothen out animations when looping.
ac.animationTime -= animationsRef.animations[ac.animationIndex].duration; ac.animationTime -= animationsRef.animations[ac.animationIndex].duration;
// New random animation. // New random animation.
ac.animationIndex = random.NextInt(0, animationsRef.animations.Length); ac.animationIndex = random.NextInt(0, animationsRef.animations.Length);
} }
}).ScheduleParallel();
}).ScheduleParallel(); }
}
} }
// Example system to set the animation by name. // Example system to set the animation by name.
[UpdateBefore(typeof(VA_AnimatorSystem))] [UpdateBefore(typeof(VA_AnimatorSystem))]
public class PlayAnimationByNameSystem : SystemBase public class PlayAnimationByNameSystem : SystemBase
{ {
public FixedString32 animationName; public FixedString64 animationName;
protected override void OnCreate() protected override void OnCreate()
{ {
base.OnCreate(); base.OnCreate();
Enabled = false; Enabled = false;
} }
protected override void OnUpdate() protected override void OnUpdate()
{ {
float deltaTime = UnityEngine.Time.deltaTime; float deltaTime = UnityEngine.Time.deltaTime;
FixedString32 an = animationName; FixedString64 an = animationName;
Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) => Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
{ {
// Get the animation lib data. // Get the animation lib data.
ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value; ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
// Set the animation index on the AnimatorComponent to play this animation. // Set the animation index on the AnimatorComponent to play this animation.
ac.animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, an); ac.animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, an);
// 'Play' the actual animation. // 'Play' the actual animation.
ac.animationTime += deltaTime; ac.animationTime += deltaTime * animationsRef.animations[ac.animationIndex].frameTime;
if (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. // Set time. Using the difference to smoothen out animations when looping.
ac.animationTime -= animationsRef.animations[ac.animationIndex].duration; ac.animationTime -= animationsRef.animations[ac.animationIndex].duration;
} }
}).ScheduleParallel(); }).ScheduleParallel();
} }
} }

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This package borrows code from various different sources, including: This package borrows code from various different sources, including:
### Name ### Veribot
- File: []() - Author: [nonlly](https://sketchfab.com/nonlly)
- Source: []() - Source: [Sketchfab](https://skfb.ly/6QYR6)
- License: []() - License: [Creative Commons Attribution](http://creativecommons.org/licenses/by/4.0/)