VertexAnimation/Runtime/Scripts/VA_AnimatorSystem.cs
max f2b6a61d1e Custom encoding/decoding.
Custom vector3 encoding/decoding test.
removed normal decoding from VA functions, this should now be done outside this function to allow easy switching of decoders.

Co-Authored-By: Neeto-rzo <68438932+Neeto-rzo@users.noreply.github.com>
2020-12-08 00:33:06 +01:00

142 lines
3.7 KiB
C#

using Unity.Collections;
using Unity.Entities;
using Unity.Rendering;
using Unity.Transforms;
using UnityEngine;
namespace TAO.VertexAnimation
{
//TODO: SetComponent.
//TODO: Disable thread safety.
//TODO: Blob data for static animation data.
//public class VA_AnimatorSystem : SystemBase
//{
// private EndSimulationEntityCommandBufferSystem endSimulationEntityCommandBufferSystem;
// protected override void OnCreate()
// {
// base.OnCreate();
// endSimulationEntityCommandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>();
// }
// protected override void OnUpdate()
// {
// var ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
// Entities.ForEach((Entity entity, int entityInQueryIndex, in VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
// {
// for (int i = 0; i < children.Length; i++)
// {
// // Get child.
// Entity child = children[i].Value;
// // Overwrite existing component.
// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationTimeComponent { Value = ac.animationTime });
// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationIndexComponent { Value = ac.animationIndex });
// }
// })
// .ScheduleParallel();
// endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
// }
//}
//[UpdateBefore(typeof(HybridRendererSystem))]
public class VA_AnimatorSystem : SystemBase
{
protected override void OnUpdate()
{
var atc = GetComponentDataFromEntity<VA_AnimationTimeComponent>(false);
var aic = GetComponentDataFromEntity<VA_AnimationIndexComponent>(false);
Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
{
for (int i = 0; i < children.Length; i++)
{
// Get child.
Entity child = children[i].Value;
// Get a copy of the time Component of the child.
VA_AnimationTimeComponent atcCopy = atc[child];
// Set new value.
atcCopy.Value = ac.animationTime;
// Update original.
atc[child] = atcCopy;
VA_AnimationIndexComponent aicCopy = aic[child];
aicCopy.Value = ac.animationIndex;
aic[child] = aicCopy;
}
})
.Run();
}
}
public class VA_AnimatorSystem2 : SystemBase
{
protected override void OnCreate()
{
base.OnCreate();
Enabled = false;
}
protected override void OnUpdate()
{
Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
{
for (int i = 0; i < children.Length; i++)
{
// Get child.
Entity child = children[i].Value;
//if(HasComponent<VA_AnimationTimeComponent>(child))
//{
var atc = GetComponent<VA_AnimationTimeComponent>(child);
atc.Value = ac.animationTime;
SetComponent(child, atc);
//}
//if(HasComponent<VA_AnimationIndexComponent>(child))
//{
var aic = GetComponent<VA_AnimationIndexComponent>(child);
aic.Value = ac.animationIndex;
SetComponent(child, aic);
//}
}
})
.Run();
}
}
[UpdateBefore(typeof(VA_AnimatorSystem))]
public class VA_AnimationTimeSystem : SystemBase
{
protected override void OnUpdate()
{
float time = UnityEngine.Time.deltaTime;
Entities.ForEach((ref VA_AnimatorComponent ac) =>
{
ac.animationTime += time;
}).ScheduleParallel();
}
}
[UpdateBefore(typeof(VA_AnimatorSystem))]
public class VA_AnimationIndexSystem : SystemBase
{
protected override void OnUpdate()
{
Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
{
//int index = entity.Index % 2;
//ac.animationIndex = index;
ac.animationIndex = 0;
}).ScheduleParallel();
}
}
}