VertexAnimation/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
max b63ee2ff02 AnimatorSystems test.
P4 sync:
- LOD testing.
- AnimatorSystems test setup.
- AnimationTime and AnimationIndex per mesh.
- Vector encoding/decoding.
2020-12-06 02:36:15 +01:00

54 lines
1.4 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;
public int animationIndexSchedule;
public float animationTime;
}
public class VA_AnimatorConversionSystem : GameObjectConversionSystem
{
protected override void OnUpdate()
{
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,
};
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_AnimationIndexComponent animationIndex = new VA_AnimationIndexComponent { Value = 0 };
DstEntityManager.AddComponentData(ent, animationIndex);
VA_AnimationTimeComponent animationTime = new VA_AnimationTimeComponent { Value = 0 };
DstEntityManager.AddComponentData(ent, animationTime);
}
});
}
}
}