mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-12 23:45:31 +01:00
max
b63ee2ff02
P4 sync: - LOD testing. - AnimatorSystems test setup. - AnimationTime and AnimationIndex per mesh. - Vector encoding/decoding.
54 lines
1.4 KiB
C#
54 lines
1.4 KiB
C#
using Unity.Entities;
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using Unity.Transforms;
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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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[DisallowMultipleComponent]
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public class VA_AnimatorComponentAuthoring : MonoBehaviour
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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 int animationIndex;
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public int animationIndexSchedule;
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public float animationTime;
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}
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public class VA_AnimatorConversionSystem : GameObjectConversionSystem
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{
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protected override void OnUpdate()
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{
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Entities.ForEach((VA_AnimatorComponentAuthoring animator) =>
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{
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Entity entity = GetPrimaryEntity(animator);
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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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animationIndex = 0,
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animationIndexSchedule = -1,
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animationTime = 0,
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};
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DstEntityManager.AddComponentData(entity, animatorComponent);
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// Add the Material data to the children.
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var children = animator.GetComponentsInChildren<MeshRenderer>();
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for (int i = 0; i < children.Length; i++)
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{
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Entity ent = GetPrimaryEntity(children[i]);
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VA_AnimationIndexComponent animationIndex = new VA_AnimationIndexComponent { Value = 0 };
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DstEntityManager.AddComponentData(ent, animationIndex);
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VA_AnimationTimeComponent animationTime = new VA_AnimationTimeComponent { Value = 0 };
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DstEntityManager.AddComponentData(ent, animationTime);
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}
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});
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}
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}
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}
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