mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-14 00:05:35 +01:00
130 lines
4.3 KiB
C#
130 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Entities;
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using Unity.Collections;
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using Unity.Mathematics;
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using UnityEngine;
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using Hash128 = Unity.Entities.Hash128;
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using Random = Unity.Mathematics.Random;
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namespace TAO.VertexAnimation
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{
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[UnityEngine.DisallowMultipleComponent]
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public class AnimationLibraryComponentAuthoring : UnityEngine.MonoBehaviour
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{
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public AnimationLibrary AnimationLibrary;
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public bool DebugMode = false;
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public uint Seed;
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}
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internal struct SkinnedMeshEntity : IBufferElementData
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{
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public Entity Value;
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}
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public struct AnimationLibraryComponent : IComponentData
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{
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public BlobAssetReference<VA_AnimationLibraryData> AnimLibAssetRef;
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public BlobAssetStore BlobAssetStore;
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}
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public class AnimationLibraryComponentBaker : Baker < AnimationLibraryComponentAuthoring >
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{
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public override void Bake( AnimationLibraryComponentAuthoring authoring )
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{
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authoring.AnimationLibrary.Init();
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AnimationLibraryComponent animationLibrary = new AnimationLibraryComponent();
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using (BlobBuilder blobBuilder = new BlobBuilder(Allocator.Temp))
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{
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// Construct the root.
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ref VA_AnimationLibraryData animationDataBlobAsset = ref blobBuilder.ConstructRoot<VA_AnimationLibraryData>();
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// Set all the data.
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BlobBuilderArray<VA_AnimationData> animationDataArray = blobBuilder.Allocate(ref animationDataBlobAsset.animations, authoring.AnimationLibrary.animationData.Count);
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for (int i = 0; i < animationDataArray.Length; i++)
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{
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// Copy data.
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animationDataArray[i] = authoring.AnimationLibrary.animationData[i];
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if (authoring.DebugMode)
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{
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UnityEngine.Debug.Log("VA_AnimationLibrary added " + animationDataArray[i].name.ToString());
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}
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}
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// Construct blob asset reference.
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//BlobAssetReference<VA_AnimationLibraryData> animLibAssetRef = blobBuilder.CreateBlobAssetReference<VA_AnimationLibraryData>(Allocator.Persistent);
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// Static because of multi scene setup.
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animationLibrary.AnimLibAssetRef = blobBuilder.CreateBlobAssetReference<VA_AnimationLibraryData>(Allocator.Persistent);
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Hash128 hash128 = new Hash128( VA_AnimationLibraryUtils.AnimationLibraryAssetStoreName );
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// Add it to the asset store.
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animationLibrary.BlobAssetStore = new BlobAssetStore( 50);
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animationLibrary.BlobAssetStore.TryAdd(hash128, ref animationLibrary.AnimLibAssetRef);
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if (authoring.DebugMode)
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{
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UnityEngine.Debug.Log("VA_AnimationLibrary has " + animationLibrary.AnimLibAssetRef.Value.animations.Length.ToString() + " animations.");
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}
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}
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AddComponent( animationLibrary );
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BlobAssetReference<VA_AnimationLibraryData> animLib = animationLibrary.AnimLibAssetRef;
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// Get the animation lib data.
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ref VA_AnimationLibraryData animationsRef = ref animLib.Value;
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Random random = new Random( authoring.Seed != 0 ? authoring.Seed : 42 );
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int index = random.NextInt( 20 );
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// Add animator to 'parent'.
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VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent
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{
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Enabled = true,
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AnimationName = animationsRef.animations[index].name,
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AnimationIndex = 2,
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AnimationIndexNext = -1,
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AnimationTime = 0,
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AnimationLibrary = animLib
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};
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AddComponent(animatorComponent);
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VA_AnimatorBlendStateComponent animatorStateComponent = new VA_AnimatorBlendStateComponent
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{
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BlendingEnabled = true,
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AnimationIndex = 1,
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AnimationIndexNext = -1,
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AnimationTime = 0
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};
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AddComponent( animatorStateComponent );
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var boneEntityArray = AddBuffer<SkinnedMeshEntity>();
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MeshRenderer[] meshRenderers =
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authoring.transform.GetComponentsInChildren < MeshRenderer >();
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boneEntityArray.ResizeUninitialized(meshRenderers.Length);
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for (int meshIndex = 0; meshIndex < meshRenderers.Length; ++meshIndex)
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{
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var meshEntity = GetEntity(meshRenderers[meshIndex]);
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boneEntityArray[meshIndex] = new SkinnedMeshEntity {Value = meshEntity};
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}
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}
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}
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//[GenerateAuthoringComponent]
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public struct VA_AnimatorComponent : IComponentData
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{
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public bool Enabled;
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public FixedString64Bytes AnimationName;
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public int AnimationIndex;
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public int AnimationIndexNext;
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public float AnimationTime;
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public BlobAssetReference<VA_AnimationLibraryData> AnimationLibrary;
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}
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public struct VA_AnimatorBlendStateComponent : IComponentData
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{
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public bool BlendingEnabled;
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public int AnimationIndex;
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public int AnimationIndexNext;
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public float AnimationTime;
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}
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} |