VertexAnimation/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
max d3b4d34409 Model Baker Updates
...
Added fps to book data.
Cleanup.
Preparing LOD generation.
2021-01-14 00:45:25 +01:00

60 lines
1.8 KiB
C#

using Unity.Entities;
using Unity.Transforms;
using Unity.Collections;
using UnityEngine;
namespace TAO.VertexAnimation
{
[DisallowMultipleComponent]
public class VA_AnimatorComponentAuthoring : MonoBehaviour
{
}
//[GenerateAuthoringComponent]
public struct VA_AnimatorComponent : IComponentData
{
public int animationIndex;
// TODO: Animation blending.
//public int animationIndexSchedule;
public float animationTime;
public BlobAssetReference<VA_AnimationLibraryData> animationLibrary;
}
[UpdateAfter(typeof(VA_AnimationLibraryConversionSystem))]
public class VA_AnimatorConversionSystem : GameObjectConversionSystem
{
protected override void OnUpdate()
{
//BlobAssetStore.TryGet(new Unity.Entities.Hash128(VA_AnimationLibraryUtils.AnimationLibraryAssetStoreName), out BlobAssetReference<VA_AnimationLibraryData> animLib);
// Static because of multi scene setup.
BlobAssetReference<VA_AnimationLibraryData> animLib = VA_AnimationLibraryConversionSystem.animLibAssetRef;
Entities.ForEach((VA_AnimatorComponentAuthoring animator) =>
{
Entity entity = GetPrimaryEntity(animator);
// Add animator to 'parent'.
VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent
{
animationIndex = 0,
//animationIndexSchedule = -1,
animationTime = 0,
animationLibrary = animLib
};
DstEntityManager.AddComponentData(entity, animatorComponent);
// Add the Material data to the children.
var children = animator.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < children.Length; i++)
{
Entity ent = GetPrimaryEntity(children[i]);
VA_AnimationDataComponent animationData = new VA_AnimationDataComponent();
DstEntityManager.AddComponentData(ent, animationData);
}
});
}
}
}