mirror of
				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 02:15:59 +01:00 
			
		
		
		
	Simplify editor
Animations can now be used by scriptable object reference. Bake saves book and animations. Checks to update instead of create+overwrite assets to keep references/configuration.
This commit is contained in:
		@@ -6,7 +6,7 @@ namespace TAO.VertexAnimation
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{
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	public static class NamingConventionUtils
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	{
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		public struct TextureInfo
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		public struct PositionMapInfo
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		{
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			public string name;
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			public int frames;
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@@ -14,9 +14,9 @@ namespace TAO.VertexAnimation
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			public int fps;
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		}
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		public static TextureInfo GetTextureInfo(this string name)
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		public static PositionMapInfo GetTextureInfo(this string name)
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		{
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			TextureInfo textureInfo = new TextureInfo();
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			PositionMapInfo textureInfo = new PositionMapInfo();
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			string[] parts = name.Split('_');
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			foreach (var p in parts)
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@@ -1,3 +1,4 @@
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using Unity.Collections;
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using UnityEngine;
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namespace TAO.VertexAnimation
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@@ -26,5 +27,10 @@ namespace TAO.VertexAnimation
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			a_data.name = this.name;
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			Data = a_data;
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		}
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		public FixedString32 GetName()
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		{
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			return Data.name;
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		}
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	}
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}
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@@ -21,10 +21,7 @@ namespace TAO.VertexAnimation
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			}
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		}
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		public int MaxFrames
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		{
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			get; private set;
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		}
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		public int MaxFrames { get; private set; } = 0;
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		public Texture2DArray positionMap = null;
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		public List<VA_Animation> animations = new List<VA_Animation>();
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@@ -34,9 +31,10 @@ namespace TAO.VertexAnimation
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		{
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			if (animations != null && animations.Count != 0)
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			{
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				if (!animations.Contains(animation) && animation.Data.maxFrames == MaxFrames)
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				if (!animations.Contains(animation))
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				{
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					animations.Add(animation);
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					OnValidate();
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					return true;
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				}
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			}
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@@ -45,7 +43,7 @@ namespace TAO.VertexAnimation
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				// Add first animation.
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				animations.Add(animation);
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				// Set maxFrames for this animation book.
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				MaxFrames = animations[0].Data.maxFrames;
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				OnValidate();
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				return true;
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			}
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@@ -67,16 +65,10 @@ namespace TAO.VertexAnimation
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			return false;
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		}
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		public void RemoveAnimation(VA_Animation animation)
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		public void UpdateMaterials()
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		{
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			if (animations != null)
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			{
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				animations.Remove(animation);
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			}
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		}
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			OnValidate();
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		public void SetMaterials()
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		{
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			if (materials != null)
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			{
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				foreach (var mat in materials)
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@@ -97,8 +89,21 @@ namespace TAO.VertexAnimation
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			}
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		}
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		private void UpdateMaxFrames()
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		{
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			if (animations != null && animations.Count != 0)
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			{
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				if (animations[0] != null)
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				{
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					MaxFrames = animations[0].Data.maxFrames;
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				}
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			}
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		}
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		private void OnValidate()
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		{
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			UpdateMaxFrames();
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			if (animations != null)
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			{
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				foreach (var a in animations)
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@@ -115,7 +120,7 @@ namespace TAO.VertexAnimation
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			if (positionMap != null)
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			{
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				if (positionMap.depth > animations.Count)
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				if (positionMap.depth < animations.Count)
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				{
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					Debug.LogWarning(string.Format("More animations ({0}) than positionMaps in {1}!", animations.Count, this.name));
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				}
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace TAO.VertexAnimation
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@@ -12,24 +13,58 @@ namespace TAO.VertexAnimation
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		[HideInInspector]
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		public List<VA_AnimationData> animationData = null;
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#if UNITY_EDITOR
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		[SerializeField]
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		private List<VA_Animation> loadedAnimationsPreview = null;
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#endif
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		public void Init()
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		{
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			animationData = new List<VA_AnimationData>();
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			foreach (VA_AnimationBook book in animationBooks)
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			{
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				book.SetMaterials();
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				book.UpdateMaterials();
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				foreach (VA_Animation animation in book.animations)
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				if (book != null)
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				{
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					animationData.Add(animation.Data);
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					foreach (VA_Animation animation in book.animations)
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					{
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						animationData.Add(animation.Data);
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					}
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				}
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			}
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		}
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		private void OnValidate()
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		{
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			// TODO: Check for naming conflicts in AnimationBooks.
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			Dictionary<string, VA_Animation> usedNames = new Dictionary<string, VA_Animation>();
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			foreach (VA_AnimationBook book in animationBooks)
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			{
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				if (book != null)
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				{
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					foreach (VA_Animation animation in book.animations)
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					{
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						if (!usedNames.ContainsKey(animation.name))
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						{
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							usedNames.Add(animation.name, animation);
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						}
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						else
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						{
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							Debug.LogWarning(string.Format("Naming conflict found in {0} - Animation {1} and {2} have the same name!", name, usedNames[animation.name].name, animation.name));
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						}
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					}
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				}
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			}
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#if UNITY_EDITOR
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			loadedAnimationsPreview = new List<VA_Animation>();
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			foreach (var un in usedNames)
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			{
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				loadedAnimationsPreview.Add(un.Value);
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			}
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#endif
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		}
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	}
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}
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