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https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +01:00
Fix texture naming error.
Fix texture naming error. FixedString32 -> FixedString64.
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@ -79,6 +79,18 @@ namespace TAO.VertexAnimation.Editor
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}
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}
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private void OnValidate()
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{
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if (materialShader == null)
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{
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materialShader = Shader.Find("VA_VertexAnimationBase");
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if (materialShader == null)
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{
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materialShader = Shader.Find("Shader Graphs/VA_VertexAnimationBase");
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}
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}
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}
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public void Bake()
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{
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var target = Instantiate(model);
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@ -158,7 +158,7 @@ namespace TAO.VertexAnimation
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GameObject.DestroyImmediate(inst);
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positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}_FPS-{3}", animationClip.name, animationInfo.frames, animationInfo.maxFrames, animationInfo.fps);
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positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}_FPS-{3}", NamingConventionUtils.ConvertToValidString(animationClip.name), animationInfo.frames, animationInfo.maxFrames, animationInfo.fps);
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positionMap.filterMode = FilterMode.Point;
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positionMap.Apply(false, true);
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@ -1,6 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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namespace TAO.VertexAnimation
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{
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@ -50,5 +48,10 @@ namespace TAO.VertexAnimation
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return textureInfo;
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}
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public static string ConvertToValidString(this string str)
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{
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return string.Concat(str.Where(char.IsLetterOrDigit));
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}
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}
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}
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@ -16,13 +16,13 @@ namespace TAO.VertexAnimation
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public VA_AnimationData GetData()
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{
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// TODO: Fix data name, FixedString32 doesn't transfer from editor?
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Data.name = new FixedString32(name);
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Data.name = new FixedString64(name);
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return Data;
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}
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public FixedString32 GetName()
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public FixedString64 GetName()
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{
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return new FixedString32(this.name);
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return new FixedString64(this.name);
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}
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}
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}
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@ -53,12 +53,20 @@ namespace TAO.VertexAnimation
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public bool TryAddMaterial(Material material)
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{
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if (!materials.Contains(material))
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if (material != null)
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{
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if (material.HasProperty("_PositionMap") && material.HasProperty("_MaxFrames"))
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if (materials == null)
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{
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materials.Add(material);
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return true;
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materials = new List<Material>();
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}
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if (!materials.Contains(material))
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{
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if (material.HasProperty("_PositionMap") && material.HasProperty("_MaxFrames"))
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{
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materials.Add(material);
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return true;
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}
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}
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}
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@ -6,7 +6,7 @@ namespace TAO.VertexAnimation
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[System.Serializable]
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public struct VA_AnimationData
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{
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public VA_AnimationData(FixedString32 a_name, int a_frames, int a_maxFrames, int a_fps, int a_positionMapIndex, int a_colorMapIndex = -1)
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public VA_AnimationData(FixedString64 a_name, int a_frames, int a_maxFrames, int a_fps, int a_positionMapIndex, int a_colorMapIndex = -1)
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{
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name = a_name;
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frames = a_frames;
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@ -18,7 +18,7 @@ namespace TAO.VertexAnimation
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}
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// The name of the animation.
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public FixedString32 name;
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public FixedString64 name;
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// The frames in this animation.
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public int frames;
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// The maximum of frames the texture holds.
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@ -42,7 +42,7 @@ namespace TAO.VertexAnimation
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{
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public const string AnimationLibraryAssetStoreName = "VA_AnimationLibrary";
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public static int GetAnimation(ref VA_AnimationLibraryData animationsRef, FixedString32 animationName)
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public static int GetAnimation(ref VA_AnimationLibraryData animationsRef, FixedString64 animationName)
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{
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for (int i = 0; i < animationsRef.animations.Length; i++)
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{
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