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using Unity.Animation;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.DataFlowGraph;
using Unity.Sample.Core;
public class AnimSourceSingleClip
{
public struct Settings : IComponentData
{
public BlobAssetReference<Clip> Clip;
}
public struct SystemState : ISystemStateComponentData
{
public static SystemState Default => new SystemState();
public NodeHandle<ClipPlayerNode> ClipNode;
public float time;
}
[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);
var animationGraphSystem = m_AnimationGraphSystem;
// 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 AnimSourceSingleClip entity:{0}", entity);
var state = SystemState.Default;
state.ClipNode = AnimationGraphHelper.CreateNode<ClipPlayerNode>(animationGraphSystem, "SingleClipNode");
// Expose input and outputs
animSource.outputNode = state.ClipNode;
animSource.outputPortID = (OutputPortID)LayerMixerNode.KernelPorts.Output;
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, 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 AnimSourceSingleClip entity:{0}", entity);
AnimationGraphHelper.DestroyNode(animGraphSys,state.ClipNode);
cmdBuffer.RemoveComponent<SystemState>(entity);
}
}
[UpdateInGroup(typeof(AnimSourceApplyGroup))]
[DisableAutoCreation]
[AlwaysSynchronizeSystem]
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();
// TODO: (sunek) Do this once, instead all over the place
var globalTime = m_GlobalGameTimeQuery.GetSingleton<GlobalGameTime>();
var deltaTime = globalTime.frameDuration;
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;
var clipInstance = ClipManager.Instance.GetClipFor(rig, settings.Clip);
nodeSet.SendMessage(state.ClipNode, ClipPlayerNode.SimulationPorts.ClipInstance, clipInstance);
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) =>
{
state.time += deltaTime;
var time = state.time % settings.Clip.Value.Duration;
nodeSet.SendMessage(state.ClipNode, ClipPlayerNode.SimulationPorts.Time, time);
}).Run();
cmdBuffer.Playback(EntityManager);
cmdBuffer.Dispose();
return default;
}
}
}