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1.5 KiB

#if UNITY_EDITOR
using System;
using Unity.Animation;
using Unity.Entities;
using UnityEngine;
public class AnimSourceJumpAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity
{
public AnimationClip JumpClip;
public AnimationClip JumpAimVerticalClip;
public AnimationClip JumpAimHorizontalClip;
public AnimationClip AdditiveRefPose;
[Range(0f, 90f)] public float MaxHipOffset;
[Range(0f, 1f)] public float HipDragSpeed;
[Tooltip("Jump height in animation. NOT actual ingame jump height")]
[Range(0.1f, 5f)] public float jumpHeight; // Jump height of character in last frame of animation
[Range(0, 1)] public float aimDuringReloadPitch;
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
var settings = new AnimSourceJump.Settings
{
JumpClip = ClipBuilder.AnimationClipToDenseClip(JumpClip),
JumpAimVerticalClip = ClipBuilder.AnimationClipToDenseClip(JumpAimVerticalClip),
JumpAimHorizontalClip = ClipBuilder.AnimationClipToDenseClip(JumpAimHorizontalClip),
AdditiveRefPose = ClipBuilder.AnimationClipToDenseClip(AdditiveRefPose),
MaxHipOffset = MaxHipOffset,
HipDragSpeed = HipDragSpeed,
jumpHeight = jumpHeight,
aimDuringReloadPitch = aimDuringReloadPitch,
};
dstManager.AddComponentData(entity, new AnimSource.Data());
dstManager.AddComponentData(entity, settings);
}
}
#endif