mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-14 00:05:35 +01:00
68 lines
1.8 KiB
C#
68 lines
1.8 KiB
C#
using Unity.Entities;
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using Unity.Collections;
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namespace TAO.VertexAnimation
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{
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[System.Serializable]
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public struct VA_AnimationData
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{
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public VA_AnimationData(FixedString64Bytes a_name, int a_frames, int a_maxFrames, int a_fps, int a_positionMapIndex, int a_colorMapIndex = -1)
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{
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name = a_name;
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frames = a_frames;
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maxFrames = a_maxFrames;
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animationMapIndex = a_positionMapIndex;
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colorMapIndex = a_colorMapIndex;
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frameTime = 1.0f / a_maxFrames * a_fps;
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duration = 1.0f / a_maxFrames * (a_frames - 1);
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}
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// The name of the animation.
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public FixedString64Bytes name;
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// The frames in this animation.
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public int frames;
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// The maximum of frames the texture holds.
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public int maxFrames;
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// The index of the related animation texture.
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public int animationMapIndex;
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// The index of the related color textures if/when added.
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public int colorMapIndex;
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// Time of a single frame.
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public float frameTime;
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// Total time of the animation.
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public float duration;
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}
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public struct VA_AnimationLibraryData
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{
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public BlobArray<VA_AnimationData> animations;
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}
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public static class VA_AnimationLibraryUtils
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{
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public const string AnimationLibraryAssetStoreName = "VA_AnimationLibrary";
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public static int GetAnimation(ref VA_AnimationLibraryData animationsRef, FixedString64Bytes animationName)
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{
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for (int i = 0; i < animationsRef.animations.Length; i++)
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{
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if (animationsRef.animations[i].name == animationName)
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{
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return i;
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}
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}
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return -1;
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}
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public static int GetAnimationMapIndex(ref VA_AnimationLibraryData animationsRef, int animation)
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{
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return animationsRef.animations[animation].animationMapIndex;
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}
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public static int GetColorMapIndex(ref VA_AnimationLibraryData animationsRef, int animation)
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{
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return animationsRef.animations[animation].colorMapIndex;
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}
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}
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} |