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1.6 KiB

#if UNITY_EDITOR
using System;
using Unity.Animation;
using Unity.Entities;
using UnityEngine;
using UnityEditor.Animations;
public class AnimSourceRun8DirAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity
{
// public Settings settings;
public BlendTree RunBlendSpace2D;
public AnimationClip RunAimClipRef;
public AnimationClip RunAimHorizontalClipRef;
public AnimationClip AdditiveRefPose;
[Range(0f, 90f)] public float MaxHipOffset;
[Range(0f, 1f)] public float HipDragSpeed;
public float damping;
public float maxStep;
[Range(0f, 1f)]
public float StateResetWindow;
[Range(0, 1)]
public float blendOutAimOnReloadPitch;
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new AnimSource.Data());
var settings = new AnimSourceRun8Dir.Settings
{
RunAimClipRef = ClipBuilder.AnimationClipToDenseClip(RunAimClipRef),
RunAimHorizontalClipRef = ClipBuilder.AnimationClipToDenseClip(RunAimHorizontalClipRef),
AdditiveRefPose = ClipBuilder.AnimationClipToDenseClip(AdditiveRefPose),
MaxHipOffset = MaxHipOffset,
HipDragSpeed = HipDragSpeed,
damping = damping,
maxStep = maxStep,
StateResetWindow = StateResetWindow,
blendOutAimOnReloadPitch = blendOutAimOnReloadPitch,
};
BlendTreeEntityStoreHelper.AddBlendTree2DComponents(dstManager, entity, RunBlendSpace2D);
dstManager.AddComponentData(entity, settings);
}
}
#endif