该项目的目的是同时测试和演示来自 Unity DOTS 技术堆栈的多个新包。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

318 行
14 KiB

using System;
using Unity.Animation;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.DataFlowGraph;
using Unity.Sample.Core;
using UnityEngine;
public class AnimSourceKnockBack
{
[Serializable]
public struct BoneReferences : IComponentData
{
public int hipBoneIndex;
}
public struct Settings : IComponentData
{
public BlobAssetReference<Clip> animShootPose;
public BlobAssetReference<Clip> animReferenceShootPose;
public float shootPoseMagnitude;
public float shootPoseEnterSpeed;
public float shootPoseExitSpeed;
public BlobAssetReference<KeyframeCurveBlob> shootPoseEnter;
public BlobAssetReference<KeyframeCurveBlob> shootPoseExit;
public float positionMultiplier;
public float angleMultiplier;
public BlobAssetReference<RigDefinition> rigReference;
public BoneReferences boneReferences;
}
public struct SystemState : ISystemStateComponentData
{
public static SystemState Default => new SystemState();
public NodeHandle<LayerMixerNode> MixerNode;
public NodeHandle<ClipNode> ClipNode;
public NodeHandle<ClipNode> SubtractClipNode;
public NodeHandle<DeltaNode> DeltaNode;
public NodeHandle<OffsetTransformNode> OffsetNode;
public BoneReferences currentRigBoneIdx;
}
[UpdateInGroup(typeof(AnimSourceInitializationGroup))]
[DisableAutoCreation]
[AlwaysSynchronizeSystem]
class InitSystem : JobComponentSystem
{
AnimationGraphSystem m_AnimationGraphSystem;
protected override void OnCreate()
{
base.OnCreate();
m_AnimationGraphSystem = World.GetExistingSystem<AnimationGraphSystem>();
m_AnimationGraphSystem.AddRef();
}
protected override void OnDestroy()
{
base.OnDestroy();
var cmdBuffer = new EntityCommandBuffer(Allocator.Temp);
var animationGraphSystem = m_AnimationGraphSystem;
Entities
.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
.ForEach((Entity entity, ref SystemState state) =>
{
Deinitialize(World, cmdBuffer, entity, m_AnimationGraphSystem, state);
}).Run();
cmdBuffer.Dispose();
m_AnimationGraphSystem.RemoveRef();
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
inputDeps.Complete();
var nodeSet = m_AnimationGraphSystem.Set;
var commands = new EntityCommandBuffer(Allocator.TempJob);
var animationGraphSystem = m_AnimationGraphSystem;
Entities
.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
.WithNone<SystemState>()
.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings) =>
{
GameDebug.Log(World,AnimSource.ShowLifetime,"Init KnockBack entity:{0} state entity:{1}", entity, animSource.animStateEntity);
var state = SystemState.Default;
state.MixerNode = AnimationGraphHelper.CreateNode<LayerMixerNode>(animationGraphSystem, "MixerNode");
state.ClipNode = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem, "ClipNode");
state.OffsetNode = AnimationGraphHelper.CreateNode<OffsetTransformNode>(animationGraphSystem, "OffsetNode");
state.SubtractClipNode = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem, "SubtractClipNode");
state.DeltaNode = AnimationGraphHelper.CreateNode<DeltaNode>(animationGraphSystem, "DeltaNode");
nodeSet.Connect(state.ClipNode, ClipNode.KernelPorts.Output, state.DeltaNode, DeltaNode.KernelPorts.Input);
nodeSet.Connect(state.SubtractClipNode, ClipNode.KernelPorts.Output, state.DeltaNode, DeltaNode.KernelPorts.Subtract);
nodeSet.Connect(state.DeltaNode, DeltaNode.KernelPorts.Output, state.MixerNode, LayerMixerNode.KernelPorts.Input1);
nodeSet.Connect(state.MixerNode, LayerMixerNode.KernelPorts.Output, state.OffsetNode, OffsetTransformNode.KernelPorts.Input);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput0, BlendingMode.Override);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput0, 1f);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput1, BlendingMode.Additive);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 1f);
// Expose input and outputs
animSource.inputNode = state.MixerNode;
animSource.inputPortID = (InputPortID)LayerMixerNode.KernelPorts.Input0;
animSource.outputNode = state.OffsetNode;
animSource.outputPortID = (OutputPortID)OffsetTransformNode.KernelPorts.Output;
commands.AddComponent(entity, state);
}).Run();
Entities
.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
.WithNone<Settings>()
.ForEach((Entity entity, ref SystemState state) =>
{
Deinitialize(World, commands, entity, animationGraphSystem, state);
}).Run();
commands.Playback(EntityManager);
commands.Dispose();
return default;
}
static void Deinitialize(World world,EntityCommandBuffer cmdBuffer, Entity entity, AnimationGraphSystem animGraphSys, SystemState state)
{
GameDebug.Log(world,AnimSource.ShowLifetime,"Deinit KnockBack entity:{0}", entity);
if (state.MixerNode != default && animGraphSys.Set.Exists(state.MixerNode))
AnimationGraphHelper.DestroyNode(animGraphSys,state.MixerNode);
if (state.ClipNode != default && animGraphSys.Set.Exists(state.ClipNode))
AnimationGraphHelper.DestroyNode(animGraphSys,state.ClipNode);
if (state.SubtractClipNode != default && animGraphSys.Set.Exists(state.SubtractClipNode))
AnimationGraphHelper.DestroyNode(animGraphSys,state.SubtractClipNode);
if (state.DeltaNode != default && animGraphSys.Set.Exists(state.DeltaNode))
AnimationGraphHelper.DestroyNode(animGraphSys,state.DeltaNode);
if (state.OffsetNode != default && animGraphSys.Set.Exists(state.OffsetNode))
AnimationGraphHelper.DestroyNode(animGraphSys,state.OffsetNode);
cmdBuffer.RemoveComponent<SystemState>(entity);
}
}
[UpdateInGroup(typeof(AnimSourceUpdateBGroup))]
[DisableAutoCreation]
[AlwaysSynchronizeSystem]
class UpdateSystem : JobComponentSystem
{
private EntityQuery m_GlobalGameTimeQuery;
protected override void OnCreate()
{
m_GlobalGameTimeQuery = GetEntityQuery(ComponentType.ReadOnly<GlobalGameTime>());
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
inputDeps.Complete();
// TODO (mogensh) find cleaner way to get time
var globalTime = m_GlobalGameTimeQuery.GetSingleton<GlobalGameTime>();
var deltaTime = globalTime.frameDuration;
var characterInterpolatedDataFromEntity = GetComponentDataFromEntity<Character.InterpolatedData>(false);
Entities
.WithAll<AnimSource.AllowWrite>()
.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings,
ref SystemState state) =>
{
if (!characterInterpolatedDataFromEntity.HasComponent(animSource.animStateEntity))
{
// GameDebug.LogWarning(World,"AnimSource does not have Character.InterpolatedData components. Has it been deleted?");
return;
}
var charInterpolatedState = characterInterpolatedDataFromEntity[animSource.animStateEntity];
if (charInterpolatedState.charAction == Ability.AbilityAction.Action.PrimaryFire)
{
charInterpolatedState.shootPoseWeight += settings.shootPoseEnterSpeed * deltaTime;
}
else
{
charInterpolatedState.shootPoseWeight -= settings.shootPoseExitSpeed * deltaTime;
}
charInterpolatedState.shootPoseWeight = math.clamp(charInterpolatedState.shootPoseWeight, 0f, 1f);
characterInterpolatedDataFromEntity[animSource.animStateEntity] = charInterpolatedState;
}).Run();
return default;
}
}
[UpdateInGroup(typeof(AnimSourceApplyGroup))]
[DisableAutoCreation]
[AlwaysSynchronizeSystem]
class PrepareGraph : JobComponentSystem
{
private EntityQuery m_GlobalGameTimeQuery;
protected override void OnCreate()
{
m_GlobalGameTimeQuery = GetEntityQuery(ComponentType.ReadOnly<GlobalGameTime>());
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
inputDeps.Complete();
var nodeSet = World.GetExistingSystem<AnimationGraphSystem>().Set;
var cmdBuffer = new EntityCommandBuffer(Allocator.TempJob);
// Handle rig change
Entities
.WithNone<AnimSource.HasValidRig>()
.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
.ForEach((Entity entity, ref AnimSource.Data animSource, ref SystemState state, ref Settings settings) =>
{
if (!EntityManager.HasComponent<SharedRigDefinition>(animSource.animStateEntity))
return;
var sharedRigDef = EntityManager.GetSharedComponentData<SharedRigDefinition>(animSource.animStateEntity);
var rig = sharedRigDef.Value;
var knockBackClipInstance = ClipManager.Instance.GetClipFor(rig, settings.animShootPose);
nodeSet.SendMessage(state.ClipNode, ClipNode.SimulationPorts.ClipInstance, knockBackClipInstance);
var knockBackReferenceClipInstance = ClipManager.Instance.GetClipFor(rig, settings.animReferenceShootPose);
nodeSet.SendMessage(state.SubtractClipNode, ClipNode.SimulationPorts.ClipInstance, knockBackReferenceClipInstance);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.RigDefinition, rig);
nodeSet.SendMessage(state.DeltaNode, DeltaNode.SimulationPorts.RigDefinition, rig);
nodeSet.SendMessage(state.OffsetNode, OffsetTransformNode.SimulationPorts.RigDefinition, rig);
// Remap rig indexes
BlobAssetReference<AnimationAssetDatabase.RigMap> rigMap;
AnimationAssetDatabase.GetOrCreateRigMapping(World, settings.rigReference, rig, out rigMap);
state.currentRigBoneIdx.hipBoneIndex = rigMap.Value.BoneMap[settings.boneReferences.hipBoneIndex];
cmdBuffer.AddComponent<AnimSource.HasValidRig>(entity);
}).Run();
Entities
.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings, ref SystemState state) =>
{
if (!EntityManager.HasComponent<Character.InterpolatedData>(animSource.animStateEntity))
{
// GameDebug.LogWarning(World,"AnimSource does not have Character.InterpolatedData components. Has it been deleted?");
return;
}
var charInterpolatedState = EntityManager.GetComponentData<Character.InterpolatedData>(animSource.animStateEntity);
if (Math.Abs(charInterpolatedState.shootPoseWeight) < 0.01f)
{
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 0f);
nodeSet.SetData(state.OffsetNode, OffsetTransformNode.KernelPorts.Weight, 0f);
return;
}
// This really should be a spring, since jumping between these can have some large discontuinity. But
// as it happens, that works well with shooting, which is a shaky act
float shootPoseWeight;
if (charInterpolatedState.charAction == Ability.AbilityAction.Action.PrimaryFire)
{
shootPoseWeight = KeyframeCurveEvaluator.Evaluate(charInterpolatedState.shootPoseWeight, settings.shootPoseEnter);
}
else
{
shootPoseWeight = KeyframeCurveEvaluator.Evaluate(charInterpolatedState.shootPoseWeight, settings.shootPoseExit);
}
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, shootPoseWeight * settings.shootPoseMagnitude);
var yaw = charInterpolatedState.aimYaw;
var pitch = charInterpolatedState.aimPitch - 90f;
var aimRotation = quaternion.Euler(math.radians(-pitch), math.radians(yaw - charInterpolatedState.rotation), 0f);
var knockBackRotation = math.slerp(quaternion.identity, aimRotation, settings.angleMultiplier);
var knockBackVector = math.mul(knockBackRotation, new float3(0f, 0f, -1f));
var data = new OffsetTransformNode.OffsetData
{
BoneIndex = state.currentRigBoneIdx.hipBoneIndex,
offset = knockBackVector
};
nodeSet.SendMessage(state.OffsetNode, OffsetTransformNode.SimulationPorts.OffsetData, data);
nodeSet.SetData(state.OffsetNode, OffsetTransformNode.KernelPorts.Weight, shootPoseWeight * settings.positionMultiplier);
}).Run();
cmdBuffer.Playback(EntityManager);
cmdBuffer.Dispose();
return default;
}
}
}