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#if UNITY_EDITOR
using System;
using Unity.Animation;
using Unity.Entities;
using UnityEngine;
// TODO: Go over naming convetions
public class AnimSourceInAirAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity
{
public AnimationClip animInAir;
public AnimationClip animLandAntic;
public AnimationClip animAimDownToUp;
public AnimationClip AdditiveRefPose;
public float landAnticStartHeight;
public float blendDuration;
[Range(0, 1)] public float aimDuringReloadPitch;
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new AnimSource.Data());
var settings = new AnimSourceInAir.Settings
{
animInAir = ClipBuilder.AnimationClipToDenseClip(animInAir),
animLandAntic = ClipBuilder.AnimationClipToDenseClip(animLandAntic),
animAimDownToUp = ClipBuilder.AnimationClipToDenseClip(animAimDownToUp),
AdditiveRefPose = ClipBuilder.AnimationClipToDenseClip(AdditiveRefPose),
landAnticStartHeight = landAnticStartHeight,
blendDuration = blendDuration,
aimDuringReloadPitch = aimDuringReloadPitch,
};
dstManager.AddComponentData(entity, settings);
}
}
#endif