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338 行
16 KiB
338 行
16 KiB
using System;
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using Unity.Animation;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using Unity.Mathematics;
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using Unity.DataFlowGraph;
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using Unity.Sample.Core;
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using UnityEngine;
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public class AnimSourceJump
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{
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public struct Settings : IComponentData
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{
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public BlobAssetReference<Clip> JumpClip;
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public BlobAssetReference<Clip> JumpAimVerticalClip;
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public BlobAssetReference<Clip> JumpAimHorizontalClip;
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public BlobAssetReference<Clip> AdditiveRefPose;
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public float jumpHeight; // Jump height of character in last frame of animation
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public float aimDuringReloadPitch;
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public float MaxHipOffset;
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public float HipDragSpeed;
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}
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public struct SystemState : ISystemStateComponentData
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{
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public static SystemState Default => new SystemState();
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public NodeHandle<ClipPlayerNode> JumpNode;
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public NodeHandle<DeltaTimeNode> DeltaTimeNode;
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public NodeHandle<ClipNode> AimVerticalNode;
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public NodeHandle<ClipNode> AimHorizontalNode;
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public NodeHandle<ClipNode> AdditiveRefPoseA;
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public NodeHandle<ClipNode> AdditiveRefPoseB;
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public NodeHandle<DeltaNode> AimVerticalDelta;
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public NodeHandle<DeltaNode> AimHorizontalDelta;
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public NodeHandle<LayerMixerNode> MixerNode;
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public float AimVerticalDuration;
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public float AimHorizontalDuration;
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public float JumpDuration;
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public float CurrentRotationVel;
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public float PlaySpeed;
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}
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[UpdateInGroup(typeof(AnimSourceInitializationGroup))]
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[DisableAutoCreation]
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[AlwaysSynchronizeSystem]
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class InitSystem : JobComponentSystem
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{
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AnimationGraphSystem m_AnimationGraphSystem;
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protected override void OnCreate()
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{
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base.OnCreate();
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m_AnimationGraphSystem = World.GetExistingSystem<AnimationGraphSystem>();
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m_AnimationGraphSystem.AddRef();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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var cmdBuffer = new EntityCommandBuffer(Allocator.Temp);
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var animationGraphSystem = m_AnimationGraphSystem;
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.ForEach((Entity entity, ref SystemState state) =>
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{
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Deinitialize(cmdBuffer, entity, animationGraphSystem, state);
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}).Run();
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cmdBuffer.Dispose();
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m_AnimationGraphSystem.RemoveRef();
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}
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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inputDeps.Complete();
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var nodeSet = m_AnimationGraphSystem.Set;
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var commands = new EntityCommandBuffer(Allocator.TempJob);
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var ownedAbilityBufferFromEntity = GetBufferFromEntity<AbilityOwner.OwnedAbility>(true);
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// Handle created entities
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.WithNone<SystemState>()
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.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings) =>
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{
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// GameDebug.Log("Init Run");
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var state = SystemState.Default;
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var abilityMovementEntity = Ability.FindAbility(ownedAbilityBufferFromEntity, animSource.animStateEntity, AbilityMovement.Tag);
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if (abilityMovementEntity == Entity.Null)
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return;
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var abilityMovementSettings = EntityManager.GetComponentData<AbilityMovement.Settings>(abilityMovementEntity);
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state.JumpNode = AnimationGraphHelper.CreateNode<ClipPlayerNode>(m_AnimationGraphSystem,"JumpNode");
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state.DeltaTimeNode = AnimationGraphHelper.CreateNode<DeltaTimeNode>(m_AnimationGraphSystem,"DeltaTimeNode");
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state.AimVerticalNode = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"AimVerticalNode");
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state.AimHorizontalNode = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"AimHorizontalNode");
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state.AdditiveRefPoseA = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"AdditiveRefPoseA");
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state.AdditiveRefPoseB = AnimationGraphHelper.CreateNode<ClipNode>(m_AnimationGraphSystem,"AdditiveRefPoseB");
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state.AimVerticalDelta = AnimationGraphHelper.CreateNode<DeltaNode>(m_AnimationGraphSystem,"AimVerticalDelta");
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state.AimHorizontalDelta = AnimationGraphHelper.CreateNode<DeltaNode>(m_AnimationGraphSystem,"AimHorizontalDelta");
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state.MixerNode = AnimationGraphHelper.CreateNode<LayerMixerNode>(m_AnimationGraphSystem,"MixerNode");
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nodeSet.SendMessage(state.JumpNode, ClipPlayerNode.SimulationPorts.Speed, 1.0f);
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nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput0, 1f);
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nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 1f);
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nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput2, 1f);
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nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput1,
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BlendingMode.Additive);
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nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput2,
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BlendingMode.Additive);
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nodeSet.Connect(state.DeltaTimeNode, DeltaTimeNode.KernelPorts.DeltaTime, state.JumpNode, ClipPlayerNode.KernelPorts.DeltaTime);
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nodeSet.Connect(state.JumpNode, ClipPlayerNode.KernelPorts.Output, state.MixerNode, LayerMixerNode.KernelPorts.Input0);
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nodeSet.Connect(state.AdditiveRefPoseA, ClipNode.KernelPorts.Output, state.AimVerticalDelta, DeltaNode.KernelPorts.Subtract);
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nodeSet.Connect(state.AdditiveRefPoseB, ClipNode.KernelPorts.Output, state.AimHorizontalDelta, DeltaNode.KernelPorts.Subtract);
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nodeSet.Connect(state.AimVerticalNode, ClipNode.KernelPorts.Output, state.AimVerticalDelta, DeltaNode.KernelPorts.Input);
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nodeSet.Connect(state.AimHorizontalNode, ClipNode.KernelPorts.Output, state.AimHorizontalDelta, DeltaNode.KernelPorts.Input);
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nodeSet.Connect(state.AimVerticalDelta, DeltaNode.KernelPorts.Output, state.MixerNode, LayerMixerNode.KernelPorts.Input1);
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nodeSet.Connect(state.AimHorizontalDelta, DeltaNode.KernelPorts.Output, state.MixerNode, LayerMixerNode.KernelPorts.Input2);
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// Store clip info
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state.AimVerticalDuration = settings.JumpAimVerticalClip.Value.Duration;
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state.AimHorizontalDuration = settings.JumpAimHorizontalClip.Value.Duration;
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state.JumpDuration = settings.JumpClip.Value.Duration;
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// Adjust play speed so vertical velocity in animation is matched with character velocity (so feet doesnt penetrate ground)
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var animJumpVel = settings.jumpHeight / settings.JumpClip.Value.Duration;
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var characterJumpVel = abilityMovementSettings.jumpAscentHeight / abilityMovementSettings.jumpAscentDuration;
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if (characterJumpVel > 0f && animJumpVel > 0f)
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{
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state.PlaySpeed = characterJumpVel / animJumpVel;
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}
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else
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{
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GameDebug.LogWarning("Cannot set jump anim speed, values need to be more than 0");
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}
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// Expose input and outputs
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animSource.outputNode = state.MixerNode;
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animSource.outputPortID = (OutputPortID)LayerMixerNode.KernelPorts.Output;
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commands.AddComponent(entity, state);
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}).Run();
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// Handled deleted entities
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var animationGraphSystem = m_AnimationGraphSystem;
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.WithNone<Settings>()
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.ForEach((Entity entity, ref SystemState state) =>
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{
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Deinitialize(commands, entity, animationGraphSystem, state);
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}).Run();
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commands.Playback(EntityManager);
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commands.Dispose();
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return default;
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}
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static void Deinitialize(EntityCommandBuffer cmdBuffer, Entity entity, AnimationGraphSystem animGraphSys, SystemState state)
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{
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AnimationGraphHelper.DestroyNode(animGraphSys,state.JumpNode);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.DeltaTimeNode);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimVerticalNode);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimHorizontalNode);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimVerticalDelta);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimHorizontalDelta);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AdditiveRefPoseA);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AdditiveRefPoseB);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.MixerNode);
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cmdBuffer.RemoveComponent<SystemState>(entity);
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}
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}
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[UpdateInGroup(typeof(AnimSourceUpdateBGroup))]
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[DisableAutoCreation]
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[AlwaysSynchronizeSystem]
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class UpdateSystem : JobComponentSystem
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{
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private EntityQuery m_GlobalGameTimeQuery;
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protected override void OnCreate()
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{
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m_GlobalGameTimeQuery = GetEntityQuery(ComponentType.ReadOnly<GlobalGameTime>());
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}
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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inputDeps.Complete();
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// TODO (mogensh) find cleaner way to get time
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var globalTime = m_GlobalGameTimeQuery.GetSingleton<GlobalGameTime>();
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var deltaTime = globalTime.frameDuration;
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var characterInterpolatedDataFromEntity = GetComponentDataFromEntity<Character.InterpolatedData>(false);
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// Update state
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Entities
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.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings, ref SystemState state, ref AnimSource.AllowWrite allowWrite) =>
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{
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if (!characterInterpolatedDataFromEntity.HasComponent(animSource.animStateEntity))
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return;
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var charInterpolatedState = characterInterpolatedDataFromEntity[animSource.animStateEntity];
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if (allowWrite.FirstUpdate)
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{
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charInterpolatedState.jumpTime = 0;
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allowWrite.FirstUpdate = false;
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}
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else
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{
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charInterpolatedState.jumpTime += state.PlaySpeed * deltaTime;
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}
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// Update rotation
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var hipDragSpeed = settings.HipDragSpeed;
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var maxHipOffset = settings.MaxHipOffset;
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// TODO: Make sure to test the behavior of this
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charInterpolatedState.rotation = MathHelper.SmoothDampAngle(charInterpolatedState.rotation,
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charInterpolatedState.aimYaw, ref state.CurrentRotationVel, hipDragSpeed * -1 + 1, 1000f, deltaTime);
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// Clamp the hip offset
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var delta = MathHelper.DeltaAngle(charInterpolatedState.aimYaw, charInterpolatedState.rotation);
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if (math.abs(delta) > maxHipOffset)
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{
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charInterpolatedState.rotation = charInterpolatedState.aimYaw + math.clamp(delta, -maxHipOffset, maxHipOffset);
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}
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characterInterpolatedDataFromEntity[animSource.animStateEntity] = charInterpolatedState;
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}).Run();
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return default;
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}
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}
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[UpdateInGroup(typeof(AnimSourceApplyGroup))]
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[DisableAutoCreation]
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[AlwaysSynchronizeSystem]
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class PrepareGraph : JobComponentSystem
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{
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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inputDeps.Complete();
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var nodeSet = World.GetExistingSystem<AnimationGraphSystem>().Set;
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var cmdBuffer = new EntityCommandBuffer(Allocator.TempJob);
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// Handle rig changes
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Entities
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.WithNone<AnimSource.HasValidRig>()
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings, ref SystemState state) =>
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{
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if (!EntityManager.HasComponent<SharedRigDefinition>(animSource.animStateEntity))
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return;
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var sharedRigDef = EntityManager.GetSharedComponentData<SharedRigDefinition>(animSource.animStateEntity);
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var rig = sharedRigDef.Value;
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var jumpClipInstance = ClipManager.Instance.GetClipFor(rig, settings.JumpClip);
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var runVerticalAimClipInstance = ClipManager.Instance.GetClipFor(rig, settings.JumpAimVerticalClip);
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var runAimHorizontalClipInstance = ClipManager.Instance.GetClipFor(rig, settings.JumpAimHorizontalClip);
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var addRefPoseClipInstance = ClipManager.Instance.GetClipFor(rig, settings.AdditiveRefPose);
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nodeSet.SendMessage(state.JumpNode, ClipPlayerNode.SimulationPorts.ClipInstance, jumpClipInstance);
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nodeSet.SendMessage(state.AimVerticalNode, ClipNode.SimulationPorts.ClipInstance, runVerticalAimClipInstance);
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nodeSet.SendMessage(state.AimHorizontalNode, ClipNode.SimulationPorts.ClipInstance, runAimHorizontalClipInstance);
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nodeSet.SendMessage(state.AdditiveRefPoseA, ClipNode.SimulationPorts.ClipInstance, addRefPoseClipInstance);
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nodeSet.SendMessage(state.AdditiveRefPoseB, ClipNode.SimulationPorts.ClipInstance, addRefPoseClipInstance);
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nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.RigDefinition, rig);
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nodeSet.SendMessage(state.JumpNode, ClipPlayerNode.SimulationPorts.Speed, state.PlaySpeed);
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nodeSet.SendMessage(state.AimVerticalDelta, DeltaNode.SimulationPorts.RigDefinition, rig);
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nodeSet.SendMessage(state.AimHorizontalDelta, DeltaNode.SimulationPorts.RigDefinition, rig);
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cmdBuffer.AddComponent<AnimSource.HasValidRig>(entity);
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}).Run();
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// Apply state
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings, ref SystemState state) =>
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{
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if (!EntityManager.HasComponent<Character.InterpolatedData>(animSource.animStateEntity))
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return;
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var charInterpolatedState = EntityManager.GetComponentData<Character.InterpolatedData>(animSource.animStateEntity);
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nodeSet.SetData(state.AimVerticalNode, ClipNode.KernelPorts.Time,
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charInterpolatedState.aimPitch * state.AimVerticalDuration / 180f);
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var timeFactor = state.AimHorizontalDuration / 180f;
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var time = (90f + MathHelper.DeltaAngle(charInterpolatedState.aimYaw, charInterpolatedState.rotation)) * timeFactor;
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time = math.max(0f, time);
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nodeSet.SetData(state.AimHorizontalNode, ClipNode.KernelPorts.Time, time);
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// Blend in/out aim for reload
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nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput2,
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1f - charInterpolatedState.blendOutAim * (1f - settings.aimDuringReloadPitch));
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nodeSet.SendMessage(state.JumpNode, ClipPlayerNode.SimulationPorts.Time, charInterpolatedState.jumpTime);
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}).Run();
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cmdBuffer.Playback(EntityManager);
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cmdBuffer.Dispose();
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return default;
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}
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}
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}
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