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using System;
using Unity.Animation;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.DataFlowGraph;
using Unity.Sample.Core;
using UnityEngine;
public class AnimSourceSquash
{
[Serializable]
public struct PlaySettings
{
[Range(0f, 2f)]
public float weight;
public float playSpeed;
}
[Serializable]
public struct Settings : IComponentData
{
public BlobAssetReference<Clip> ClipRef;
public PlaySettings stop;
public PlaySettings start;
public PlaySettings doubleJump;
public PlaySettings landMin;
public float landMinFallSpeed;
public PlaySettings landMax;
public float landMaxFallSpeed;
public PlaySettings changeDir;
[Range(0f, 180f)]
public float dirChangeMinAngle;
public float dirChangeTimePenalty;
}
public struct SystemState : ISystemStateComponentData
{
public static SystemState Default => new SystemState();
public NodeHandle<ClipNode> SquashClip;
public NodeHandle<ClipNode> BasePoseClip;
public NodeHandle<DeltaNode> SquashClipDelta;
public NodeHandle<LayerMixerNode> MixerNode;
public float SquashClipDuration;
public AbilityMovement.LocoState PrevLocoState;
public float PlaySpeed;
public float PrevMoveAngle;
public int LastDirChangeTick;
public float DebugLastFrameVel;
}
[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;
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,"InitSystem Squash entity:{0} state entity:{1}", entity, animSource.animStateEntity);
var state = SystemState.Default;
state.SquashClip = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem, "SquashClip");
state.BasePoseClip = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem, "BasePoseClip");
state.SquashClipDelta = AnimationGraphHelper.CreateNode<DeltaNode>(animationGraphSystem, "SquashClipDelta");
state.MixerNode = AnimationGraphHelper.CreateNode<LayerMixerNode>(animationGraphSystem, "MixerNode");
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput0, BlendingMode.Override);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput0, 1f);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput1, BlendingMode.Additive);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 1f);
nodeSet.Connect(state.BasePoseClip , ClipNode.KernelPorts.Output, state.SquashClipDelta, DeltaNode.KernelPorts.Subtract);
nodeSet.Connect(state.SquashClip , ClipNode.KernelPorts.Output, state.SquashClipDelta, DeltaNode.KernelPorts.Input);
nodeSet.Connect(state.SquashClipDelta , DeltaNode.KernelPorts.Output, state.MixerNode, LayerMixerNode.KernelPorts.Input1);
// Load clips and store clip info
state.SquashClipDuration = settings.ClipRef.Value.Duration;
// Expose input and outputs
animSource.inputNode = state.MixerNode;
animSource.inputPortID = (InputPortID)LayerMixerNode.KernelPorts.Input0;
animSource.outputNode = state.MixerNode;
animSource.outputPortID = (OutputPortID)LayerMixerNode.KernelPorts.Output;
commands.AddComponent(entity, state);
}).Run();
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 Sprint entity:{0}", entity);
if (state.SquashClip != default && animGraphSys.Set.Exists(state.SquashClip))
AnimationGraphHelper.DestroyNode(animGraphSys,state.SquashClip);
if (state.BasePoseClip != default && animGraphSys.Set.Exists(state.BasePoseClip))
AnimationGraphHelper.DestroyNode(animGraphSys,state.BasePoseClip);
if (state.SquashClipDelta != default && animGraphSys.Set.Exists(state.SquashClipDelta))
AnimationGraphHelper.DestroyNode(animGraphSys,state.SquashClipDelta);
if (state.MixerNode != default && animGraphSys.Set.Exists(state.MixerNode))
AnimationGraphHelper.DestroyNode(animGraphSys,state.MixerNode);
cmdBuffer.RemoveComponent<SystemState>(entity);
}
}
[UpdateInGroup(typeof(AnimSourceUpdateBGroup))]
[DisableAutoCreation]
[AlwaysSynchronizeSystem]
class UpdateSystem : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
inputDeps.Complete();
// TODO (mogensh) find cleaner way to get time
var globalTime = GetEntityQuery(ComponentType.ReadOnly<GlobalGameTime>()).GetSingleton<GlobalGameTime>();
var time = globalTime.gameTime;
var deltaTime = globalTime.frameDuration;
var characterInterpolatedDataFromEntity = GetComponentDataFromEntity<Character.InterpolatedData>(false);
var characterPredictedDataFromEntity = GetComponentDataFromEntity<Character.PredictedData>(true);
var abilityInterpolatedStateFromEntity = GetComponentDataFromEntity<AbilityMovement.InterpolatedState>(true);
var ownedAbilityBufferFromEntity = GetBufferFromEntity<AbilityOwner.OwnedAbility>(true);
Entities
.WithAll<AnimSource.AllowWrite>()
.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings, ref SystemState state) =>
{
if (!characterInterpolatedDataFromEntity.HasComponent(animSource.animStateEntity))
{
//GameDebug.LogWarning(World,"AnimSource does not have Character.InterpolatedData components. Has it been deleted?");
return;
}
var charInterpolatedState = characterInterpolatedDataFromEntity[animSource.animStateEntity];
var charPredictedState = characterPredictedDataFromEntity[animSource.animStateEntity];
// TODO (mogens) dont query for ability entity every frame
var abilityMovementEntity = Ability.FindAbility(ownedAbilityBufferFromEntity, animSource.animStateEntity, AbilityMovement.Tag);
if (abilityMovementEntity == Entity.Null)
return;
var abilityMovement = abilityInterpolatedStateFromEntity[abilityMovementEntity];
var timeToSquash = math.abs(charInterpolatedState.squashTime) < 0.001f || charInterpolatedState.squashTime >= state.SquashClipDuration;
var moveAngleLocal = CalculateMoveAngleLocal(charInterpolatedState.rotation, charInterpolatedState.moveYaw);
var vel = -charPredictedState.velocity.y;
var mag = math.length(new float3(charPredictedState.velocity.x, charPredictedState.velocity.y, charPredictedState.velocity.z));
vel = (vel + mag) * 0.5f;
if (state.PrevLocoState != abilityMovement.charLocoState)
{
// Double jump
if (abilityMovement.charLocoState == AbilityMovement.LocoState.DoubleJump)
{
charInterpolatedState.squashTime = 0;
charInterpolatedState.squashWeight = settings.doubleJump.weight;
state.PlaySpeed = settings.doubleJump.playSpeed;
}
// Landing
else if (state.PrevLocoState == AbilityMovement.LocoState.InAir)
{
charInterpolatedState.squashTime = 0;
var smoothedVel = vel + state.DebugLastFrameVel * 0.5f;
var t = smoothedVel < settings.landMinFallSpeed ? 0 :
smoothedVel > settings.landMaxFallSpeed ? 1 :
(smoothedVel - settings.landMinFallSpeed) / (settings.landMaxFallSpeed - settings.landMinFallSpeed);
charInterpolatedState.squashWeight = math.lerp(settings.landMin.weight, settings.landMax.weight, t);
state.PlaySpeed = math.smoothstep(settings.landMin.playSpeed, settings.landMax.playSpeed, t);
}
// Stopping
else if (timeToSquash && abilityMovement.charLocoState == AbilityMovement.LocoState.Stand)
{
//GameDebug.Log("Stopping!");
charInterpolatedState.squashTime = 0;
charInterpolatedState.squashWeight = settings.stop.weight;
state.PlaySpeed = settings.stop.playSpeed;
}
// Start Moving
else if (timeToSquash && abilityMovement.charLocoState == AbilityMovement.LocoState.GroundMove)
{
//GameDebug.Log("Starting!");
charInterpolatedState.squashTime = 0;
charInterpolatedState.squashWeight = settings.start.weight;
state.PlaySpeed = settings.start.playSpeed;
}
}
// Direction change
else if (abilityMovement.charLocoState == AbilityMovement.LocoState.GroundMove &&
math.abs(MathHelper.DeltaAngle(moveAngleLocal, state.PrevMoveAngle)) > settings.dirChangeMinAngle)
{
if (timeToSquash && time.DurationSinceTick(state.LastDirChangeTick) > settings.dirChangeTimePenalty)
{
charInterpolatedState.squashTime = 0;
charInterpolatedState.squashWeight = settings.changeDir.weight;
state.PlaySpeed = settings.changeDir.playSpeed;
}
state.LastDirChangeTick = time.tick;
}
if (charInterpolatedState.squashWeight > 0)
{
charInterpolatedState.squashTime += state.PlaySpeed * deltaTime;
if (charInterpolatedState.squashTime > state.SquashClipDuration)
charInterpolatedState.squashWeight = 0.0f;
}
state.PrevLocoState = abilityMovement.charLocoState;
state.PrevMoveAngle = moveAngleLocal;
charInterpolatedState.squashTime = math.min(state.SquashClipDuration, charInterpolatedState.squashTime);
characterInterpolatedDataFromEntity[animSource.animStateEntity] = charInterpolatedState;
state.DebugLastFrameVel = vel;
}).Run();
return default;
}
static float CalculateMoveAngleLocal(float rotation, float moveYaw)
{
// Get new local move angle
var moveAngleLocal = MathHelper.DeltaAngle(rotation, moveYaw);
// We cant blend running sideways and running backwards so in range 90->135 we snap to either sideways or backwards
var absMoveAngle = math.abs(moveAngleLocal);
if (absMoveAngle > 90 && absMoveAngle < 135)
{
var sign = math.sign(moveAngleLocal);
moveAngleLocal = absMoveAngle > 112.5f ? sign * 135.0f : sign * 90.0f;
}
return moveAngleLocal;
}
}
[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 change
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 clipInstance = ClipManager.Instance.GetClipFor(rig, settings.ClipRef);
nodeSet.SendMessage(state.SquashClip, ClipNode.SimulationPorts.ClipInstance, clipInstance);
nodeSet.SendMessage(state.BasePoseClip, ClipNode.SimulationPorts.ClipInstance, clipInstance);
nodeSet.SendMessage(state.SquashClipDelta, DeltaNode.SimulationPorts.RigDefinition, rig);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.RigDefinition, rig);
cmdBuffer.AddComponent<AnimSource.HasValidRig>(entity);
}).Run();
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))
{
GameDebug.LogWarning(World,"AnimSource does not have Character.InterpolatedData components. Has it been deleted?");
return;
}
var charInterpolatedState = EntityManager.GetComponentData<Character.InterpolatedData>(animSource.animStateEntity);
nodeSet.SetData(state.SquashClip, ClipNode.KernelPorts.Time, charInterpolatedState.squashTime);
nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, charInterpolatedState.squashWeight);
}).Run();
cmdBuffer.Playback(EntityManager);
cmdBuffer.Dispose();
return default;
}
}
}