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	Example1
Example1 Assets. Co-Authored-By: Neeto-rzo <68438932+Neeto-rzo@users.noreply.github.com>
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										88
									
								
								Samples~/Example1/Animations/BaseMeshBook.asset
									
									
									
									
									
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								Samples~/Example1/Scripts.meta
									
									
									
									
									
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										109
									
								
								Samples~/Example1/Scripts/SampleAnimationSystemsAuthoring.cs
									
									
									
									
									
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										109
									
								
								Samples~/Example1/Scripts/SampleAnimationSystemsAuthoring.cs
									
									
									
									
									
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							@@ -0,0 +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<PlayRandomAnimationSystem>();
 | 
				
			||||||
 | 
					                    system.Enabled = true;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case SampleSystem.PlayAnimationByName:
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    var system = World.DefaultGameObjectInjectionWorld.GetExistingSystem<PlayAnimationByNameSystem>();
 | 
				
			||||||
 | 
					                    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. Using the difference to smoothen out animations when looping.
 | 
				
			||||||
 | 
					                ac.animationTime -= animationsRef.animations[ac.animationIndex].duration;
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }).ScheduleParallel();
 | 
				
			||||||
 | 
					    }
 | 
				
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 | 
					}
 | 
				
			||||||
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										8
									
								
								Samples~/Example1/Shaders.meta
									
									
									
									
									
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										2865
									
								
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										10
									
								
								Samples~/Example1/Shaders/VAT_Unit.shadergraph.meta
									
									
									
									
									
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										2896
									
								
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					    overridden: 0
 | 
				
			||||||
 | 
					    androidETC2FallbackOverride: 0
 | 
				
			||||||
 | 
					    forceMaximumCompressionQuality_BC6H_BC7: 0
 | 
				
			||||||
 | 
					  - serializedVersion: 3
 | 
				
			||||||
 | 
					    buildTarget: Android
 | 
				
			||||||
 | 
					    maxTextureSize: 8192
 | 
				
			||||||
 | 
					    resizeAlgorithm: 0
 | 
				
			||||||
 | 
					    textureFormat: -1
 | 
				
			||||||
 | 
					    textureCompression: 1
 | 
				
			||||||
 | 
					    compressionQuality: 50
 | 
				
			||||||
 | 
					    crunchedCompression: 0
 | 
				
			||||||
 | 
					    allowsAlphaSplitting: 0
 | 
				
			||||||
 | 
					    overridden: 0
 | 
				
			||||||
 | 
					    androidETC2FallbackOverride: 0
 | 
				
			||||||
 | 
					    forceMaximumCompressionQuality_BC6H_BC7: 0
 | 
				
			||||||
 | 
					  - serializedVersion: 3
 | 
				
			||||||
 | 
					    buildTarget: Windows Store Apps
 | 
				
			||||||
 | 
					    maxTextureSize: 8192
 | 
				
			||||||
 | 
					    resizeAlgorithm: 0
 | 
				
			||||||
 | 
					    textureFormat: -1
 | 
				
			||||||
 | 
					    textureCompression: 1
 | 
				
			||||||
 | 
					    compressionQuality: 50
 | 
				
			||||||
 | 
					    crunchedCompression: 0
 | 
				
			||||||
 | 
					    allowsAlphaSplitting: 0
 | 
				
			||||||
 | 
					    overridden: 0
 | 
				
			||||||
 | 
					    androidETC2FallbackOverride: 0
 | 
				
			||||||
 | 
					    forceMaximumCompressionQuality_BC6H_BC7: 0
 | 
				
			||||||
 | 
					  spriteSheet:
 | 
				
			||||||
 | 
					    serializedVersion: 2
 | 
				
			||||||
 | 
					    sprites: []
 | 
				
			||||||
 | 
					    outline: []
 | 
				
			||||||
 | 
					    physicsShape: []
 | 
				
			||||||
 | 
					    bones: []
 | 
				
			||||||
 | 
					    spriteID: 
 | 
				
			||||||
 | 
					    internalID: 0
 | 
				
			||||||
 | 
					    vertices: []
 | 
				
			||||||
 | 
					    indices: 
 | 
				
			||||||
 | 
					    edges: []
 | 
				
			||||||
 | 
					    weights: []
 | 
				
			||||||
 | 
					    secondaryTextures: []
 | 
				
			||||||
 | 
					  spritePackingTag: 
 | 
				
			||||||
 | 
					  pSDRemoveMatte: 0
 | 
				
			||||||
 | 
					  pSDShowRemoveMatteOption: 0
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
		Reference in New Issue
	
	Block a user