mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-14 00:05:35 +01:00
max
c465ec6585
Animations can now be used by scriptable object reference. Bake saves book and animations. Checks to update instead of create+overwrite assets to keep references/configuration.
70 lines
1.6 KiB
C#
70 lines
1.6 KiB
C#
using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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[CreateAssetMenu(fileName = "new AnimationLibrary", menuName = "TAO/VertexAnimation/AnimationLibrary", order = 400)]
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public class VA_AnimationLibrary : ScriptableObject
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{
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[SerializeField]
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private List<VA_AnimationBook> animationBooks = new List<VA_AnimationBook>();
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[HideInInspector]
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public List<VA_AnimationData> animationData = null;
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#if UNITY_EDITOR
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[SerializeField]
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private List<VA_Animation> loadedAnimationsPreview = null;
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#endif
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public void Init()
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{
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animationData = new List<VA_AnimationData>();
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foreach (VA_AnimationBook book in animationBooks)
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{
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book.UpdateMaterials();
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if (book != null)
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{
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foreach (VA_Animation animation in book.animations)
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{
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animationData.Add(animation.Data);
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}
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}
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}
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}
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private void OnValidate()
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{
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Dictionary<string, VA_Animation> usedNames = new Dictionary<string, VA_Animation>();
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foreach (VA_AnimationBook book in animationBooks)
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{
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if (book != null)
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{
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foreach (VA_Animation animation in book.animations)
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{
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if (!usedNames.ContainsKey(animation.name))
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{
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usedNames.Add(animation.name, animation);
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}
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else
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{
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Debug.LogWarning(string.Format("Naming conflict found in {0} - Animation {1} and {2} have the same name!", name, usedNames[animation.name].name, animation.name));
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}
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}
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}
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}
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#if UNITY_EDITOR
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loadedAnimationsPreview = new List<VA_Animation>();
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foreach (var un in usedNames)
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{
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loadedAnimationsPreview.Add(un.Value);
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}
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#endif
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}
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}
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} |