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。
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using Unity.Animation;
using Unity.Collections;
using Unity.Entities;
using Unity.DataFlowGraph;
using Unity.Jobs;
using Unity.Sample.Core;
using UnityEngine;
public class AnimSourceDamage
{
public struct Settings : IComponentData
{
public float Blend;
public BlobAssetReference<BlendTree1D> BlendTree;
public BlobAssetReference<Clip> AdditiveRefPose;
}
// public struct Dots
public struct SystemState : ISystemStateComponentData
{
public static SystemState Default => new SystemState();
public NodeHandle<LayerMixerNode> MixerNode;
public NodeHandle<BlendTree1DNode> BlendTreeNode;
public NodeHandle<ClipNode> AdditiveRefPoseNode;
public NodeHandle<DeltaNode> AdditiveDeltaNode;
public NodeHandle<DeltaTimeNode> DeltaTimeNode;
public NodeHandle<TimeCounterNode> TimeCounterNode;
public NodeHandle<TimeLoopNode> TimeLoopNode;
public NodeHandle<FloatRcpSimNode> FloatRcpSimNode;
public int LastReactionTick;
public bool ReactionAnimPlaying;
public float ReactionAnimDuration;
}
[UpdateInGroup(typeof(AnimSourceInitializationGroup))]
[DisableAutoCreation]
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);
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);
// Handle created entities
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 AnimSourceDamage entity:{0}", entity);
var state = SystemState.Default;
settings.BlendTree = BlendTreeEntityStoreHelper.CreateBlendTree1DFromComponents(EntityManager, entity);;
// Create nodes
state.BlendTreeNode = AnimationGraphHelper.CreateNode<BlendTree1DNode>(m_AnimationGraphSystem,"BlendTreeNode");
state.MixerNode = AnimationGraphHelper.CreateNode<LayerMixerNode>(m_AnimationGraphSystem,"MixerNode");
state.AdditiveRefPoseNode = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"AdditiveRefPoseNode");
state.AdditiveDeltaNode = AnimationGraphHelper.CreateNode<DeltaNode>(m_AnimationGraphSystem,"AdditiveDeltaNode");
state.DeltaTimeNode = AnimationGraphHelper.CreateNode<DeltaTimeNode>(m_AnimationGraphSystem,"DeltaTimeNode");
state.TimeCounterNode = AnimationGraphHelper.CreateNode<TimeCounterNode>(m_AnimationGraphSystem,"TimeCounterNode");
state.TimeLoopNode = AnimationGraphHelper.CreateNode<TimeLoopNode>(m_AnimationGraphSystem,"TimeLoopNode");
state.FloatRcpSimNode = AnimationGraphHelper.CreateNode<FloatRcpSimNode>(m_AnimationGraphSystem,"FloatRcpSimNode");
nodeSet.Connect(state.AdditiveRefPoseNode, ClipNode.KernelPorts.Output, state.AdditiveDeltaNode, DeltaNode.KernelPorts.Subtract);
nodeSet.Connect(state.BlendTreeNode, BlendTree1DNode.KernelPorts.Output, state.AdditiveDeltaNode, DeltaNode.KernelPorts.Input);
nodeSet.Connect(state.AdditiveDeltaNode, DeltaNode.KernelPorts.Output, state.MixerNode, LayerMixerNode.KernelPorts.Input1);
nodeSet.Connect(state.DeltaTimeNode, DeltaTimeNode.KernelPorts.DeltaTime, state.TimeCounterNode, TimeCounterNode.KernelPorts.DeltaTime);
nodeSet.Connect(state.TimeCounterNode, TimeCounterNode.KernelPorts.Time, state.TimeLoopNode, TimeLoopNode.KernelPorts.InputTime);
nodeSet.Connect(state.TimeLoopNode, TimeLoopNode.KernelPorts.OutputTime, state.BlendTreeNode, BlendTree1DNode.KernelPorts.NormalizedTime);
nodeSet.Connect(state.FloatRcpSimNode, FloatRcpSimNode.SimulationPorts.Output, state.TimeCounterNode, TimeCounterNode.SimulationPorts.Speed);
nodeSet.Connect(state.BlendTreeNode, BlendTree1DNode.SimulationPorts.Duration, state.FloatRcpSimNode, FloatRcpSimNode.SimulationPorts.Input);
nodeSet.SendMessage(state.TimeLoopNode, TimeLoopNode.SimulationPorts.Duration, 1.0F);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput0, 1f);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 0f);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput0, BlendingMode.Override);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput1, BlendingMode.Additive);
// Load clips and store clip info
var blendSpaceClip = settings.BlendTree.Value.Motions[0].Clip;
state.ReactionAnimDuration = blendSpaceClip.Value.Duration;
// Declare anim source inputs and outputs
animSource.inputNode = state.MixerNode;
animSource.inputPortID = (InputPortID)LayerMixerNode.KernelPorts.Input0;
animSource.outputNode = state.MixerNode;
animSource.outputPortID = (OutputPortID)LayerMixerNode.KernelPorts.Output;
// Add state
commands.AddComponent(entity, state);
}).Run();
// Handled deleted entities
Entities
.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
.WithNone<Settings>().ForEach((Entity entity, ref SystemState state) =>
{
Deinitialize(World, commands, entity, m_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 AnimSourceDamage entity:{0}", entity);
AnimationGraphHelper.DestroyNode(animGraphSys,state.BlendTreeNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.MixerNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.AdditiveDeltaNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.AdditiveRefPoseNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.DeltaTimeNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.TimeCounterNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.TimeLoopNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.FloatRcpSimNode);
cmdBuffer.RemoveComponent<SystemState>(entity);
}
}
[UpdateInGroup(typeof(AnimSourceApplyGroup))]
[DisableAutoCreation]
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 globalTime = m_GlobalGameTimeQuery.GetSingleton<GlobalGameTime>();
var time = globalTime.gameTime;
var cmdBuffer = new EntityCommandBuffer(Allocator.TempJob);
// Handle rig changes
Entities
.WithNone<AnimSource.HasValidRig>()
.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<SharedRigDefinition>(animSource.animStateEntity))
return;
var sharedRigDef = EntityManager.GetSharedComponentData<SharedRigDefinition>(animSource.animStateEntity);
var rig = sharedRigDef.Value;
var addRefPoseClipInstance = ClipManager.Instance.GetClipFor(rig, settings.AdditiveRefPose);
nodeSet.SendMessage(state.AdditiveRefPoseNode, ClipNode.SimulationPorts.ClipInstance, addRefPoseClipInstance);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.RigDefinition, rig);
nodeSet.SendMessage(state.AdditiveDeltaNode, DeltaNode.SimulationPorts.RigDefinition, rig);
nodeSet.SendMessage(state.BlendTreeNode, BlendTree1DNode.SimulationPorts.RigDefinition, rig);
nodeSet.SendMessage(state.BlendTreeNode, BlendTree1DNode.SimulationPorts.BlendTree, settings.BlendTree);
cmdBuffer.AddComponent<AnimSource.HasValidRig>(entity);
}).Run();
// Apply state
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))
return;
var charInterpolatedState = EntityManager.GetComponentData<Character.InterpolatedData>(animSource.animStateEntity);
if (charInterpolatedState.damageTick > state.LastReactionTick)
{
// Handle first update
if (state.LastReactionTick == -1)
{
state.LastReactionTick = charInterpolatedState.damageTick;
return;
}
state.ReactionAnimPlaying = true;
state.LastReactionTick = charInterpolatedState.damageTick;
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 0.66f);
var angle = MathHelper.SignedAngle(charInterpolatedState.aimYaw, charInterpolatedState.damageDirection);
// Blend the animations based on impact angle
var blendParameter = new Parameter {
Id = settings.BlendTree.Value.BlendParameter,
Value = angle
};
nodeSet.SendMessage(state.BlendTreeNode, BlendTree1DNode.SimulationPorts.Parameter, blendParameter);
var f = nodeSet.GetFunctionality(state.BlendTreeNode);
state.ReactionAnimDuration = f.GetDuration(state.BlendTreeNode);
// Reset the phase of the animation
nodeSet.SendMessage(state.TimeCounterNode, TimeCounterNode.SimulationPorts.Time, 0f);
}
else if (state.ReactionAnimPlaying)
{
var timeSinceLastDamage = (time.tick - state.LastReactionTick) / (float)time.tickRate;
// TODO: Use duration from blend space
if (timeSinceLastDamage > state.ReactionAnimDuration)
{
state.ReactionAnimPlaying = false;
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 0f);
}
}
}).Run();
cmdBuffer.Playback(EntityManager);
cmdBuffer.Dispose();
return default;
}
}
}