using Unity.Entities; using Unity.Transforms; using Unity.Mathematics; namespace TAO.VertexAnimation { // System to update all the animations. public class VA_AnimatorSystem : SystemBase { protected override void OnUpdate() { var animationData = GetComponentDataFromEntity(false); Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer children) => { for (int i = 0; i < children.Length; i++) { // Get child. Entity child = children[i].Value; // Get the animation lib data. ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value; // Lerp animations. // Set animation for lerp. int animationIndexNext = ac.animationIndexNext; if (ac.animationIndexNext < 0) { animationIndexNext = ac.animationIndex; } // Calculate next frame time for lerp. float animationTimeNext = ac.animationTime + (1.0f / animationsRef.animations[animationIndexNext].maxFrames); if (animationTimeNext > animationsRef.animations[animationIndexNext].duration) { // Set time. Using the difference to smooth out animations when looping. animationTimeNext -= ac.animationTime; } // Set material data. animationData[child] = new VA_AnimationDataComponent { Value = new float4 { x = ac.animationTime, y = VA_AnimationLibraryUtils.GetAnimationMapIndex(ref animationsRef, ac.animationIndex), z = animationTimeNext, w = VA_AnimationLibraryUtils.GetAnimationMapIndex(ref animationsRef, animationIndexNext) } }; } }) .WithNativeDisableContainerSafetyRestriction(animationData) .WithName("VA_AnimatorSystem") .ScheduleParallel(); } } }