using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TAO.VertexAnimation { [CreateAssetMenu(fileName = "new AnimationBook", menuName = "AnimationBook", order = 0)] public class VA_AnimationBook : ScriptableObject { public int maxFrames; public List textureGroups = new List() { new TextureGroup { shaderParamName = "_PositionMap", textureType = TextureType.AnimationMap, wrapMode = TextureWrapMode.Repeat, filterMode = FilterMode.Point, isLinear = false } }; public List animationPages = new List(); public Material[] materials; public List texture2DArray = null; public void Create() { GenerateTextures(); SetMaterials(); } private void OnValidate() { // TODO: Check for naming conflicts and textures. // TODO: Debug message box instead of debug logs. } private void ReferenceDuplicates() { for (int i = 0; i < textureGroups.Count; i++) { List t = new List(); for (int j = 0; j < animationPages.Count; j++) { // Check if exist. if (!t.Contains(animationPages[j].textures[i].texture2D)) { t.Add(animationPages[j].textures[i].texture2D); } // Add index reference. animationPages[j].textures[i].textureArrayIndex = t.IndexOf(animationPages[j].textures[i].texture2D); } } } private void GenerateTextures() { ReferenceDuplicates(); texture2DArray.Clear(); for (int i = 0; i < textureGroups.Count; i++) { var t = GetTextures(i).ToArray(); if (VA_Texture2DArrayUtils.IsValidForTextureArray(t)) { texture2DArray.Add(VA_Texture2DArrayUtils.CreateTextureArray(t, false, textureGroups[i].isLinear, textureGroups[i].wrapMode, textureGroups[i].filterMode, 1, name + textureGroups[i].shaderParamName)); } } } private List GetTextures(int textureIndex) { List textures = new List(); foreach (var ap in animationPages) { // Check if exist. if (!textures.Contains(ap.textures[textureIndex].texture2D)) { textures.Add(ap.textures[textureIndex].texture2D); } } return textures; } private void SetMaterials() { if (materials != null) { foreach (Material mat in materials) { if (mat != null) { if (mat.HasProperty("_MaxFrames")) { mat.SetFloat("_MaxFrames", maxFrames); } for (int i = 0; i < texture2DArray.Count; i++) { if (mat.HasProperty(textureGroups[i].shaderParamName)) { mat.SetTexture(textureGroups[i].shaderParamName, texture2DArray[i]); } } } } } } public List GetAnimationData() { List data = new List(); foreach (var ap in animationPages) { data.Add(new VA_AnimationData { name = ap.name, frames = ap.frames, maxFrames = maxFrames, frameTime = 1.0f / maxFrames, duration = 1.0f / maxFrames * ap.frames, animationMapIndex = GetFirstAnimationMapIndex(in ap.textures), colorMapIndex = GetFirstColorMapIndex(in ap.textures) }); } return data; } private int GetFirstAnimationMapIndex(in List textures) { for (int i = 0; i < textureGroups.Count; i++) { if(textureGroups[i].textureType == TextureType.AnimationMap) { return textures[i].textureArrayIndex; } } return -1; } private int GetFirstColorMapIndex(in List textures) { for (int i = 0; i < textureGroups.Count; i++) { if (textureGroups[i].textureType == TextureType.ColorMap) { return textures[i].textureArrayIndex; } } return -1; } } [System.Serializable] public struct VA_AnimationPage { public string name; public int frames; public List textures; } [System.Serializable] public struct TextureGroup { public string shaderParamName; public TextureType textureType; public TextureWrapMode wrapMode; public FilterMode filterMode; public bool isLinear; } [System.Serializable] public class TextureEntry { public Texture2D texture2D = null; public int textureArrayIndex = -1; } public enum TextureType { AnimationMap, ColorMap } }