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#if UNITY_EDITOR
using System;
using Unity.Animation;
using Unity.Entities;
using UnityEngine;
// TODO:
//
// Convert to jobcomponetsystem + IJobForEach + deal with warning and errors +Check in burst inspector that everything is bursted
// Settings live
// Example
public class AnimSourceStandIKAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity
{
public float animTurnAngle; // Total turn in turn anim
public StandIkNode.Settings FootIk;
public Unity.Animation.Hybrid.RigComponent RigReferences;
public AnimSourceStandIK.BoneReferences boneReferences;
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new AnimSource.Data());
var settings = new AnimSourceStandIK.Settings
{
animTurnAngle = animTurnAngle,
FootIk = FootIk,
boneReferences = boneReferences,
rigReference = RigDefinitionAsset.ConvertRig(RigReferences),
};
dstManager.AddComponentData(entity, settings);
if (!dstManager.HasComponent<AnimSource.AllowWrite>(entity))
{
dstManager.AddComponentData(entity, AnimSource.AllowWrite.Default);
}
}
}
#endif