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+1,109 @@ +using Unity.Entities; +using Unity.Mathematics; +using TAO.VertexAnimation; + +public class SampleAnimationSystemsAuthoring : UnityEngine.MonoBehaviour +{ + [UnityEngine.SerializeField] + private SampleSystem sampleSystem = SampleSystem.PlayRandomAnimation; + + private void Awake() + { + switch (sampleSystem) + { + case SampleSystem.PlayRandomAnimation: + { + var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem(); + system.Enabled = true; + } + break; + case SampleSystem.PlayAnimationByName: + { + var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem(); + system.Enabled = true; + } + break; + default: + break; + } + } + + public enum SampleSystem + { + PlayRandomAnimation, + PlayAnimationByName + } +} + +// Example system to update animation parameters. +[UpdateBefore(typeof(VA_AnimatorSystem))] +public class PlayRandomAnimationSystem : SystemBase +{ + protected override void OnCreate() + { + base.OnCreate(); + + Enabled = false; + } + + 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; + + // 'Play' the actual animation. + ac.animationTime += deltaTime; + + 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(); + } +} + + +// Example system to set the animation by name. +[UpdateBefore(typeof(VA_AnimatorSystem))] +public class PlayAnimationByNameSystem : SystemBase +{ + protected override void OnCreate() + { + base.OnCreate(); + + Enabled = false; + } + + protected override void OnUpdate() + { + float deltaTime = UnityEngine.Time.deltaTime; + + Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) => + { + // Get the animation lib data. + ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value; + + // Set the animation index on the AnimatorComponent to play this animation. + ac.animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, "Character1Shoot"); + + // 'Play' the actual animation. + ac.animationTime += deltaTime; + + if (ac.animationTime > animationsRef.animations[ac.animationIndex].duration) + { + // Set time. 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