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