mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-14 00:05:35 +01:00
max
f2b6a61d1e
Custom vector3 encoding/decoding test. removed normal decoding from VA functions, this should now be done outside this function to allow easy switching of decoders. Co-Authored-By: Neeto-rzo <68438932+Neeto-rzo@users.noreply.github.com>
142 lines
3.7 KiB
C#
142 lines
3.7 KiB
C#
using Unity.Collections;
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using Unity.Entities;
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using Unity.Rendering;
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using Unity.Transforms;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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//TODO: SetComponent.
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//TODO: Disable thread safety.
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//TODO: Blob data for static animation data.
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//public class VA_AnimatorSystem : SystemBase
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//{
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// private EndSimulationEntityCommandBufferSystem endSimulationEntityCommandBufferSystem;
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// protected override void OnCreate()
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// {
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// base.OnCreate();
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// endSimulationEntityCommandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>();
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// }
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// protected override void OnUpdate()
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// {
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// var ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
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// Entities.ForEach((Entity entity, int entityInQueryIndex, in VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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// {
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// for (int i = 0; i < children.Length; i++)
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// {
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// // Get child.
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// Entity child = children[i].Value;
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// // Overwrite existing component.
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// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationTimeComponent { Value = ac.animationTime });
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// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationIndexComponent { Value = ac.animationIndex });
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// }
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// })
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// .ScheduleParallel();
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// endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
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// }
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//}
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//[UpdateBefore(typeof(HybridRendererSystem))]
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public class VA_AnimatorSystem : SystemBase
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{
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protected override void OnUpdate()
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{
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var atc = GetComponentDataFromEntity<VA_AnimationTimeComponent>(false);
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var aic = GetComponentDataFromEntity<VA_AnimationIndexComponent>(false);
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Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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{
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for (int i = 0; i < children.Length; i++)
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{
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// Get child.
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Entity child = children[i].Value;
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// Get a copy of the time Component of the child.
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VA_AnimationTimeComponent atcCopy = atc[child];
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// Set new value.
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atcCopy.Value = ac.animationTime;
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// Update original.
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atc[child] = atcCopy;
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VA_AnimationIndexComponent aicCopy = aic[child];
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aicCopy.Value = ac.animationIndex;
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aic[child] = aicCopy;
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}
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})
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.Run();
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}
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}
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public class VA_AnimatorSystem2 : SystemBase
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{
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protected override void OnCreate()
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{
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base.OnCreate();
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Enabled = false;
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}
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protected override void OnUpdate()
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{
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Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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{
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for (int i = 0; i < children.Length; i++)
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{
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// Get child.
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Entity child = children[i].Value;
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//if(HasComponent<VA_AnimationTimeComponent>(child))
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//{
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var atc = GetComponent<VA_AnimationTimeComponent>(child);
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atc.Value = ac.animationTime;
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SetComponent(child, atc);
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//}
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//if(HasComponent<VA_AnimationIndexComponent>(child))
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//{
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var aic = GetComponent<VA_AnimationIndexComponent>(child);
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aic.Value = ac.animationIndex;
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SetComponent(child, aic);
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//}
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}
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})
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.Run();
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}
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}
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[UpdateBefore(typeof(VA_AnimatorSystem))]
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public class VA_AnimationTimeSystem : SystemBase
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{
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protected override void OnUpdate()
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{
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float time = UnityEngine.Time.deltaTime;
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Entities.ForEach((ref VA_AnimatorComponent ac) =>
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{
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ac.animationTime += time;
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}).ScheduleParallel();
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}
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}
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[UpdateBefore(typeof(VA_AnimatorSystem))]
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public class VA_AnimationIndexSystem : SystemBase
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{
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protected override void OnUpdate()
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{
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Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
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{
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//int index = entity.Index % 2;
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//ac.animationIndex = index;
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ac.animationIndex = 0;
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}).ScheduleParallel();
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}
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}
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} |