VertexAnimation/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs
2022-02-19 14:29:16 +02:00

61 lines
1.7 KiB
C#

using Unity.Entities;
using Unity.Transforms;
using Unity.Collections;
using UnityEngine;
namespace TAO.VertexAnimation
{
[DisallowMultipleComponent]
public class VA_AnimatorComponentAuthoring : MonoBehaviour
{
public VA_AnimationLibrary lib;
}
//[GenerateAuthoringComponent]
public struct VA_AnimatorComponent : IComponentData
{
public int animationIndex;
public int animationIndexNext;
public float animationTime;
public BlobAssetReference<VA_AnimationLibraryData> animationLibrary;
}
[UpdateAfter(typeof(VA_AnimationLibraryConversionSystem))]
public class VA_AnimatorConversionSystem : GameObjectConversionSystem
{
protected override void OnUpdate()
{
// Static because of multi scene setup.
//BlobAssetReference<VA_AnimationLibraryData> animLib = VA_AnimationLibraryConversionSystem.animLibAssetRef;
Entities.ForEach((VA_AnimatorComponentAuthoring animator) =>
{
BlobAssetStore.TryGet(animator.lib.key, out BlobAssetReference<VA_AnimationLibraryData> animLib);
Entity entity = GetPrimaryEntity(animator);
// Add animator to 'parent'.
VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent
{
animationIndex = 0,
animationIndexNext = -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);
}
});
}
}
}