#if UNITY_EDITOR using System; using Unity.Animation; using Unity.Entities; using UnityEngine; // TODO: Go over naming convetions public class AnimSourceInAirAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity { public AnimationClip animInAir; public AnimationClip animLandAntic; public AnimationClip animAimDownToUp; public AnimationClip AdditiveRefPose; public float landAnticStartHeight; public float blendDuration; [Range(0, 1)] public float aimDuringReloadPitch; public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new AnimSource.Data()); var settings = new AnimSourceInAir.Settings { animInAir = ClipBuilder.AnimationClipToDenseClip(animInAir), animLandAntic = ClipBuilder.AnimationClipToDenseClip(animLandAntic), animAimDownToUp = ClipBuilder.AnimationClipToDenseClip(animAimDownToUp), AdditiveRefPose = ClipBuilder.AnimationClipToDenseClip(AdditiveRefPose), landAnticStartHeight = landAnticStartHeight, blendDuration = blendDuration, aimDuringReloadPitch = aimDuringReloadPitch, }; dstManager.AddComponentData(entity, settings); } } #endif