mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-09 22:32:55 +01:00
59 lines
1.8 KiB
C#
59 lines
1.8 KiB
C#
using Unity.Entities;
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using Unity.Transforms;
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using Unity.Mathematics;
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using UnityEngine.Animations;
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namespace TAO.VertexAnimation
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{
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// System to update all the animations.
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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 animationData = GetComponentDataFromEntity<VA_AnimationDataComponent>(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 the animation lib data.
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ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
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// Lerp animations.
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// Set animation for lerp.
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int animationIndexNext = ac.animationIndexNext;
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if (ac.animationIndexNext < 0)
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{
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animationIndexNext = ac.animationIndex;
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}
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// Calculate next frame time for lerp.
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float animationTimeNext = ac.animationTime + (1.0f / animationsRef.animations[animationIndexNext].maxFrames);
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if (animationTimeNext > animationsRef.animations[animationIndexNext].duration)
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{
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// Set time. Using the difference to smooth out animations when looping.
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animationTimeNext -= ac.animationTime;
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}
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// Set material data.
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animationData[child] = new VA_AnimationDataComponent
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{
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Value = new float4
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{
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x = ac.animationTime,
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y = VA_AnimationLibraryUtils.GetAnimationMapIndex(ref animationsRef, ac.animationIndex),
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z = animationTimeNext,
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w = VA_AnimationLibraryUtils.GetAnimationMapIndex(ref animationsRef, animationIndexNext)
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}
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};
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}
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})
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.WithNativeDisableContainerSafetyRestriction(animationData)
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.WithName("VA_AnimatorSystem")
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.ScheduleParallel();
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}
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}
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} |