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54 行
1.6 KiB
54 行
1.6 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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using UnityEditor.Animations;
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public class AnimSourceRun8DirAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity
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{
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// public Settings settings;
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public BlendTree RunBlendSpace2D;
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public AnimationClip RunAimClipRef;
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public AnimationClip RunAimHorizontalClipRef;
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public AnimationClip AdditiveRefPose;
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[Range(0f, 90f)] public float MaxHipOffset;
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[Range(0f, 1f)] public float HipDragSpeed;
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public float damping;
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public float maxStep;
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[Range(0f, 1f)]
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public float StateResetWindow;
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[Range(0, 1)]
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public float blendOutAimOnReloadPitch;
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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 AnimSourceRun8Dir.Settings
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{
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RunAimClipRef = ClipBuilder.AnimationClipToDenseClip(RunAimClipRef),
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RunAimHorizontalClipRef = ClipBuilder.AnimationClipToDenseClip(RunAimHorizontalClipRef),
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AdditiveRefPose = ClipBuilder.AnimationClipToDenseClip(AdditiveRefPose),
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MaxHipOffset = MaxHipOffset,
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HipDragSpeed = HipDragSpeed,
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damping = damping,
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maxStep = maxStep,
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StateResetWindow = StateResetWindow,
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blendOutAimOnReloadPitch = blendOutAimOnReloadPitch,
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};
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BlendTreeEntityStoreHelper.AddBlendTree2DComponents(dstManager, entity, RunBlendSpace2D);
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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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