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				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 10:25:44 +01:00 
			
		
		
		
	Fix texture naming error.
Fix texture naming error. FixedString32 -> FixedString64.
This commit is contained in:
		@@ -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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@@ -53,6 +53,13 @@ namespace TAO.VertexAnimation
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		public bool TryAddMaterial(Material material)
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		{
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			if (material != null)
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			{
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				if (materials == null)
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				{
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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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@@ -61,6 +68,7 @@ namespace TAO.VertexAnimation
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						return true;
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					}
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				}
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			}
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			return false;
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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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