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.DataFlowGraph;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Sample.Core;
public class AnimSourceInAir
{
public struct Settings : IComponentData
{
public BlobAssetReference<Clip> animInAir;
public BlobAssetReference<Clip> animLandAntic;
public BlobAssetReference<Clip> animAimDownToUp;
public BlobAssetReference<Clip> AdditiveRefPose;
public float landAnticStartHeight;
public float blendDuration;
public float aimDuringReloadPitch;
}
public struct SystemState : ISystemStateComponentData
{
public static SystemState Default => new SystemState();
public NodeHandle<MixerNode> MainMixer;
public NodeHandle<ClipPlayerNode> InAirClipNode;
public NodeHandle<ClipNode> LandAnticClipNode;
public NodeHandle<ClipNode> AimUpDownClipNode;
public NodeHandle<ClipNode> AdditiveRefPose;
public NodeHandle<DeltaNode> AimDelta;
public NodeHandle<LayerMixerNode> AimMixer;
public float AimVerticalDuration;
}
[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, 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 AnimSourceInAir entity:{0}", entity);
var state = SystemState.Default;
state.MainMixer = AnimationGraphHelper.CreateNode<MixerNode>(m_AnimationGraphSystem,"MainMixer");
state.InAirClipNode = AnimationGraphHelper.CreateNode<ClipPlayerNode>(m_AnimationGraphSystem,"InAirClipNode");
nodeSet.Connect(state.InAirClipNode, ClipPlayerNode.KernelPorts.Output, state.MainMixer, MixerNode.KernelPorts.Input0);
state.LandAnticClipNode = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"LandAnticClipNode");
state.AdditiveRefPose = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"AdditiveRefPose");
state.AimDelta = AnimationGraphHelper.CreateNode<DeltaNode>(m_AnimationGraphSystem,"AimDelta");
nodeSet.Connect(state.LandAnticClipNode, ClipNode.KernelPorts.Output, state.MainMixer, MixerNode.KernelPorts.Input1);
state.AimMixer = AnimationGraphHelper.CreateNode<LayerMixerNode>(m_AnimationGraphSystem,"AimMixer");
nodeSet.Connect(state.MainMixer, MixerNode.KernelPorts.Output, state.AimMixer, LayerMixerNode.KernelPorts.Input0);
nodeSet.SendMessage(state.AimMixer, LayerMixerNode.SimulationPorts.BlendModeInput0, BlendingMode.Override);
nodeSet.SendMessage(state.AimMixer, LayerMixerNode.SimulationPorts.WeightInput0, 1f);
state.AimUpDownClipNode = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"AimUpDownClipNode");
nodeSet.Connect(state.AdditiveRefPose, ClipNode.KernelPorts.Output, state.AimDelta, DeltaNode.KernelPorts.Subtract);
nodeSet.Connect(state.AimUpDownClipNode, ClipNode.KernelPorts.Output, state.AimDelta, DeltaNode.KernelPorts.Input);
nodeSet.Connect(state.AimDelta, DeltaNode.KernelPorts.Output, state.AimMixer, LayerMixerNode.KernelPorts.Input1);
nodeSet.SendMessage(state.AimMixer, LayerMixerNode.SimulationPorts.BlendModeInput1, BlendingMode.Additive);
nodeSet.SendMessage(state.AimMixer, LayerMixerNode.SimulationPorts.WeightInput1, 1f);
// Store clip info
state.AimVerticalDuration = settings.animAimDownToUp.Value.Duration;
// Expose input and outputs
animSource.outputNode = state.AimMixer;
animSource.outputPortID = (OutputPortID)LayerMixerNode.KernelPorts.Output;
commands.AddComponent(entity,state);
}).Run();
// Handled deleted entities
var animationGraphSystem = m_AnimationGraphSystem;
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,"Init AnimSourceInAir entity:{0}", entity);
AnimationGraphHelper.DestroyNode(animGraphSys,state.MainMixer);
AnimationGraphHelper.DestroyNode(animGraphSys,state.InAirClipNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.LandAnticClipNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.AimUpDownClipNode);
AnimationGraphHelper.DestroyNode(animGraphSys,state.AimDelta);
AnimationGraphHelper.DestroyNode(animGraphSys,state.AdditiveRefPose);
AnimationGraphHelper.DestroyNode(animGraphSys,state.AimMixer);
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();
var globalTime = m_GlobalGameTimeQuery.GetSingleton<GlobalGameTime>();
var deltaTime = globalTime.frameDuration;
var characterInterpolatedDataFromEntity = GetComponentDataFromEntity<Character.InterpolatedData>(false);
var characterStateFromEntity = GetComponentDataFromEntity<Character.State>(true);
Entities
.ForEach((Entity entity, ref AnimSource.Data animSource,
ref Settings settings, ref SystemState state, ref AnimSource.AllowWrite allowWrite) =>
{
if (!characterInterpolatedDataFromEntity.HasComponent(animSource.animStateEntity))
return;
var charInterpolatedState = characterInterpolatedDataFromEntity[animSource.animStateEntity];
var charState = characterStateFromEntity[animSource.animStateEntity];
if (allowWrite.FirstUpdate)
{
charInterpolatedState.inAirTime = 0;
allowWrite.FirstUpdate = false;
}
else
{
charInterpolatedState.inAirTime += deltaTime;
}
// TODO: Lerp rotation like in jump state
charInterpolatedState.rotation = charInterpolatedState.aimYaw;
// Blend in land anticipation when close to ground // TODO: Only do this test when moving downwards
var nearGround = charState.altitude < settings.landAnticStartHeight;
var deltaWeight = deltaTime / settings.blendDuration;
charInterpolatedState.landAnticWeight += nearGround ? deltaWeight : -deltaWeight;
charInterpolatedState.landAnticWeight = math.clamp(charInterpolatedState.landAnticWeight, 0, 1);
characterInterpolatedDataFromEntity[animSource.animStateEntity] = charInterpolatedState;
}).Run();
return default;
}
}
[UpdateInGroup(typeof(AnimSourceApplyGroup))]
[DisableAutoCreation]
[AlwaysSynchronizeSystem]
class PrepareGraph : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
inputDeps.Complete();
var nodeSet = World.GetExistingSystem<AnimationGraphSystem>().Set;
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<Character.InterpolatedData>(animSource.animStateEntity))
return;
if (!EntityManager.HasComponent<SharedRigDefinition>(animSource.animStateEntity))
return;
var sharedRigDef = EntityManager.GetSharedComponentData<SharedRigDefinition>(animSource.animStateEntity);
var rig = sharedRigDef.Value;
nodeSet.SendMessage(state.MainMixer, MixerNode.SimulationPorts.RigDefinition, rig);
nodeSet.SendMessage(state.AimMixer, LayerMixerNode.SimulationPorts.RigDefinition, rig);
var inAirClipInstance = ClipManager.Instance.GetClipFor(rig, settings.animInAir);
nodeSet.SendMessage(state.InAirClipNode, ClipPlayerNode.SimulationPorts.ClipInstance, inAirClipInstance);
var landAnticClipInstance = ClipManager.Instance.GetClipFor(rig, settings.animLandAntic);
nodeSet.SendMessage(state.LandAnticClipNode, ClipNode.SimulationPorts.ClipInstance, landAnticClipInstance);
var aimUpDownClipInstance = ClipManager.Instance.GetClipFor(rig, settings.animAimDownToUp);
nodeSet.SendMessage(state.AimUpDownClipNode, ClipNode.SimulationPorts.ClipInstance, aimUpDownClipInstance);
var addRefPoseClipInstance = ClipManager.Instance.GetClipFor(rig, settings.AdditiveRefPose);
nodeSet.SendMessage(state.AdditiveRefPose, ClipNode.SimulationPorts.ClipInstance, addRefPoseClipInstance);
nodeSet.SendMessage(state.AimDelta, DeltaNode.SimulationPorts.RigDefinition, rig);
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);
var time = charInterpolatedState.inAirTime % settings.animInAir.Value.Duration;
nodeSet.SendMessage(state.InAirClipNode, ClipPlayerNode.SimulationPorts.Time, time);
nodeSet.SetData(state.LandAnticClipNode, ClipNode.KernelPorts.Time, charInterpolatedState.inAirTime);
nodeSet.SendMessage(state.MainMixer, MixerNode.SimulationPorts.Blend, charInterpolatedState.landAnticWeight);
nodeSet.SetData(state.AimUpDownClipNode, ClipNode.KernelPorts.Time,
charInterpolatedState.aimPitch * state.AimVerticalDuration / 180f);
// Blend in/out aim for reload
nodeSet.SendMessage(state.AimMixer, LayerMixerNode.SimulationPorts.WeightInput2,
1f - charInterpolatedState.blendOutAim * (1f - settings.aimDuringReloadPitch));
}).Run();
cmdBuffer.Playback(EntityManager);
cmdBuffer.Dispose();
return default;
}
}
}