mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-09-20 05:05:41 +02:00
74 lines
2.8 KiB
C#
74 lines
2.8 KiB
C#
using System.Collections.Generic;
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using Unity.Entities;
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using Unity.Transforms;
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using Unity.Mathematics;
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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 partial class VA_AnimatorSystem : SystemBase
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{
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protected override void OnUpdate()
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{
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float deltaTime = SystemAPI.Time.DeltaTime;
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// This is only executed if we have a valid skinning setup
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Entities
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.ForEach((ref VA_AnimatorComponent animator, in VA_AnimatorStateComponent vaAnimatorStateComponent, in DynamicBuffer<SkinnedMeshEntity> bones) =>
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{
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if ( vaAnimatorStateComponent.Enabled )
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{
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// Get the animation lib data.
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ref VA_AnimationLibraryData animationsRef = ref animator.animationLibrary.Value;
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//if ( animator.AnimationName != vaAnimatorStateComponent.CurrentAnimationName )
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//{
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// // Set the animation index on the AnimatorComponent to play this animation.
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// animator.animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, vaAnimatorStateComponent.CurrentAnimationName);
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// animator.AnimationName = vaAnimatorStateComponent.CurrentAnimationName;
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//}
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// 'Play' the actual animation.
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animator.animationTime += deltaTime * animationsRef.animations[animator.animationIndex].frameTime;
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if (animator.animationTime > animationsRef.animations[animator.animationIndex].duration)
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{
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// Set time. Using the difference to smoothen out animations when looping.
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animator.animationTime -= animationsRef.animations[animator.animationIndex].duration;
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}
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// Lerp animations.
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// Set animation for lerp.
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int animationIndexNext = animator.animationIndexNext;
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if (animator.animationIndexNext < 0)
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{
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animationIndexNext = animator.animationIndex;
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//animator.animationIndexNext = animationIndexNext + 1;
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}
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// Calculate next frame time for lerp.
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float animationTimeNext = animator.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 -= animator.animationTime;
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}
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for ( int i = 0; i < bones.Length; i++ )
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{
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VaAnimationDataComponent vaAnimationDataComponent = new VaAnimationDataComponent();
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vaAnimationDataComponent.Value = new float4
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{
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x = animator.animationTime,
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y = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animator.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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SystemAPI.SetComponent<VaAnimationDataComponent>( bones[i].Value, vaAnimationDataComponent );
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}
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}
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}).Run();
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}
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}
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} |