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Mono example.
Added a simple MonoBehaviour example.
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# Change Log:
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## 0.3.0
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- Example3.
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## 0.2.1
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- Example1 fix.
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## 0.2.0
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- Example2.
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|
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|
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|
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|
||||
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|
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: RightHand
|
||||
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|
||||
rotation: {x: 0.33303955, y: 0.76632416, z: -0.28689188, w: 0.46853498}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
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|
||||
parentName: RightHandThumb1
|
||||
position: {x: -2.9802322e-10, y: 0.001058677, z: -2.6077032e-10}
|
||||
rotation: {x: -0.031657245, y: 0.026193466, z: -0.010554849, w: 0.99909973}
|
||||
scale: {x: 0.9999999, y: 1, z: 1}
|
||||
- name: RightHandThumb2_end
|
||||
parentName: RightHandThumb2
|
||||
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|
||||
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: LeftUpLeg
|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
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87
Samples~/Example3/Scripts/MonoAnimationSystem.cs
Normal file
87
Samples~/Example3/Scripts/MonoAnimationSystem.cs
Normal file
@ -0,0 +1,87 @@
|
||||
using TAO.VertexAnimation;
|
||||
using UnityEngine;
|
||||
|
||||
public class MonoAnimationSystem : MonoBehaviour
|
||||
{
|
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[SerializeField]
|
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private VA_Animation[] animations = null;
|
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private VA_Animation curAnimation = null;
|
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private float animationTime;
|
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|
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private MeshRenderer[] meshRenderers = null;
|
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|
||||
private void Awake()
|
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{
|
||||
if (animations == null)
|
||||
{
|
||||
enabled = false;
|
||||
Debug.LogWarning("No animations added!");
|
||||
return;
|
||||
}
|
||||
|
||||
curAnimation = animations[0];
|
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meshRenderers = GetComponentsInChildren<MeshRenderer>(true);
|
||||
}
|
||||
|
||||
private void Update()
|
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{
|
||||
PlayAnimation();
|
||||
InterpolationData interpolationData = GetInterpolationData(curAnimation, animationTime);
|
||||
UpdateMaterials(interpolationData);
|
||||
}
|
||||
|
||||
// This is playing the animation.
|
||||
private void PlayAnimation()
|
||||
{
|
||||
animationTime += Time.deltaTime * curAnimation.Data.frameTime;
|
||||
|
||||
if (animationTime > curAnimation.Data.duration)
|
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{
|
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animationTime = 0;
|
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|
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int newAnimation = Random.Range(0, animations.Length);
|
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curAnimation = animations[newAnimation];
|
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}
|
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}
|
||||
|
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// This is something like what the hybrid renderer does with the VA_AnimationDataComponent.
|
||||
private void UpdateMaterials(InterpolationData interpolationData)
|
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{
|
||||
MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
|
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materialPropertyBlock.SetVector("_AnimationData", new Vector4(animationTime, curAnimation.Data.animationMapIndex, interpolationData.animationTime, interpolationData.animationMapIndex));
|
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foreach (var mr in meshRenderers)
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{
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if (mr.enabled && mr.gameObject.activeSelf)
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{
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mr.SetPropertyBlock(materialPropertyBlock);
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}
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}
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}
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// This is resembles the VA_AnimatorSystem.
|
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private static InterpolationData GetInterpolationData(VA_Animation animation, float animationTime)
|
||||
{
|
||||
InterpolationData data = new InterpolationData();
|
||||
|
||||
// Calculate next frame time for lerp.
|
||||
float animationTimeNext = animationTime + (1.0f / animation.Data.maxFrames);
|
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if (animationTimeNext > animation.Data.duration)
|
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{
|
||||
// Set time. Using the difference to smooth out animations when looping.
|
||||
animationTimeNext -= animationTime;
|
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}
|
||||
|
||||
data.animationTime = animationTimeNext;
|
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data.animationMapIndex = animation.Data.animationMapIndex;
|
||||
|
||||
return data;
|
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}
|
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public struct InterpolationData
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{
|
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public float animationTime;
|
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public int animationMapIndex;
|
||||
}
|
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}
|
11
Samples~/Example3/Scripts/MonoAnimationSystem.cs.meta
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@ -1,7 +1,7 @@
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"version": "0.2.1",
|
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"version": "0.3.0",
|
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|
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|
||||
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|
||||
@ -27,6 +27,11 @@
|
||||
"displayName": "Example 2",
|
||||
"description": "Character and spawner example",
|
||||
"path": "Samples~/Example2"
|
||||
},
|
||||
{
|
||||
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|
||||
"description": "Mono animation system example",
|
||||
"path": "Samples~/Example3"
|
||||
}
|
||||
],
|
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"dependencies": {
|
||||
|
Loading…
Reference in New Issue
Block a user