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#if UNITY_EDITOR
using System;
using Unity.Animation;
using Unity.Entities;
using UnityEngine;
using UnityEditor.Animations;
public class AnimSourceSprintAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity
{
public BlendTree LocoBlendTreeAsset;
public AnimationClip animAimDownToUp;
public AnimationClip additiveRefPose;
[Range(0f, 1f)] public float changeDirSpeed;
[Tooltip("The max. time between exiting ground move and re-entering before a state reset is triggered")]
[Range(0f, 1f)] public float stateResetWindow;
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new AnimSource.Data());
var settings = new AnimSourceSprint.Settings
{
animAimDownToUp = ClipBuilder.AnimationClipToDenseClip(animAimDownToUp),
additiveRefPose = ClipBuilder.AnimationClipToDenseClip(additiveRefPose),
changeDirSpeed = changeDirSpeed,
stateResetWindow = stateResetWindow,
};
BlendTreeEntityStoreHelper.AddBlendTree1DComponents(dstManager, entity, LocoBlendTreeAsset);
dstManager.AddComponentData(entity, settings);
}
}
#endif