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445 行
21 KiB
445 行
21 KiB
using System;
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using Unity.Animation;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using Unity.Mathematics;
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using Unity.DataFlowGraph;
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using Unity.Sample.Core;
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using UnityEngine;
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using UnityEngine.Profiling;
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public class AnimSourceRun8Dir
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{
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public struct Settings : IComponentData
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{
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public BlobAssetReference<BlendTree2DSimpleDirectionnal> RunBlendSpace2D;
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public BlobAssetReference<Clip> RunAimClipRef;
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public BlobAssetReference<Clip> RunAimHorizontalClipRef;
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public BlobAssetReference<Clip> AdditiveRefPose;
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[Range(0f, 90f)] public float MaxHipOffset;
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[Range(0f, 1f)] public float HipDragSpeed;
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public float damping;
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public float maxStep;
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[Range(0f, 1f)]
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public float StateResetWindow;
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[Range(0, 1)]
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public float blendOutAimOnReloadPitch;
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}
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public struct SystemState : ISystemStateComponentData
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{
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public static SystemState Default => new SystemState();
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public NodeHandle<ClipNode> AimVertical;
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public NodeHandle<ClipNode> AimHorizontal;
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public NodeHandle<ClipNode> AdditiveRefPoseA;
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public NodeHandle<ClipNode> AdditiveRefPoseB;
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public NodeHandle<DeltaNode> AimVerticalDelta;
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public NodeHandle<DeltaNode> AimHorizontalDelta;
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public NodeHandle<LayerMixerNode> Mixer;
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public NodeHandle<BlendTree2DNode> BlendTreeNode;
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public float AimVerticalDuration;
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public float AimHorizontalDuration;
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public float RunClipDuration;
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public float CurrentRotationVel;
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public float PlaySpeed;
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public float2 CurrentVelocity;
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}
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[UpdateInGroup(typeof(AnimSourceInitializationGroup))]
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[DisableAutoCreation]
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[AlwaysSynchronizeSystem]
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class InitSystem : JobComponentSystem
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{
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AnimationGraphSystem m_AnimationGraphSystem;
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protected override void OnCreate()
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{
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base.OnCreate();
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m_AnimationGraphSystem = World.GetExistingSystem<AnimationGraphSystem>();
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m_AnimationGraphSystem.AddRef();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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var cmdBuffer = new EntityCommandBuffer(Allocator.Temp);
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var animationGraphSystem = m_AnimationGraphSystem;
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.ForEach((Entity entity, ref SystemState state) =>
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{
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Deinitialize(World, cmdBuffer, entity, animationGraphSystem, state);
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}).Run();
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cmdBuffer.Dispose();
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m_AnimationGraphSystem.RemoveRef();
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}
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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inputDeps.Complete();
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var nodeSet = m_AnimationGraphSystem.Set;
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var commands = new EntityCommandBuffer(Allocator.TempJob);
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var animationGraphSystem = m_AnimationGraphSystem;
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// Handle created entities
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.WithNone<SystemState>()
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.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings) =>
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{
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GameDebug.Log(World,AnimSource.ShowLifetime,"Init Run8Dir entity:{0} state entity:{1}", entity, animSource.animStateEntity);
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var state = SystemState.Default;
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settings.RunBlendSpace2D = BlendTreeEntityStoreHelper.CreateBlendTree2DFromComponents(EntityManager, entity);
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state.BlendTreeNode = AnimationGraphHelper.CreateNode<BlendTree2DNode>(animationGraphSystem, "BlendTreeNode");
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state.AimVertical = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem, "AimVertical");
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state.AimHorizontal = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem, "AimHorizontal");
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state.AdditiveRefPoseA = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem,"AdditiveRefPoseA");
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state.AdditiveRefPoseB = AnimationGraphHelper.CreateNode<ClipNode>(animationGraphSystem, "AdditiveRefPoseB");
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state.AimVerticalDelta = AnimationGraphHelper.CreateNode<DeltaNode>(animationGraphSystem, "AimVerticalDelta");
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state.AimHorizontalDelta = AnimationGraphHelper.CreateNode<DeltaNode>(animationGraphSystem, "AimHorizontalDelta");
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state.Mixer = AnimationGraphHelper.CreateNode<LayerMixerNode>(animationGraphSystem, "Mixer");
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nodeSet.SendMessage(state.Mixer, LayerMixerNode.SimulationPorts.WeightInput0, 1f);
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nodeSet.SendMessage(state.Mixer, LayerMixerNode.SimulationPorts.WeightInput1, 1f);
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nodeSet.SendMessage(state.Mixer, LayerMixerNode.SimulationPorts.WeightInput2, 0f);
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nodeSet.SendMessage(state.Mixer, LayerMixerNode.SimulationPorts.BlendModeInput1, BlendingMode.Additive);
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nodeSet.SendMessage(state.Mixer, LayerMixerNode.SimulationPorts.BlendModeInput2, BlendingMode.Additive);
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nodeSet.Connect(state.BlendTreeNode, BlendTree2DNode.KernelPorts.Output, state.Mixer, LayerMixerNode.KernelPorts.Input0);
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nodeSet.Connect(state.AdditiveRefPoseA, ClipNode.KernelPorts.Output, state.AimVerticalDelta, DeltaNode.KernelPorts.Subtract);
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nodeSet.Connect(state.AdditiveRefPoseB, ClipNode.KernelPorts.Output, state.AimHorizontalDelta, DeltaNode.KernelPorts.Subtract);
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nodeSet.Connect(state.AimVertical, ClipNode.KernelPorts.Output, state.AimVerticalDelta, DeltaNode.KernelPorts.Input);
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nodeSet.Connect(state.AimHorizontal, ClipNode.KernelPorts.Output, state.AimHorizontalDelta, DeltaNode.KernelPorts.Input);
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nodeSet.Connect(state.AimVerticalDelta, DeltaNode.KernelPorts.Output, state.Mixer, LayerMixerNode.KernelPorts.Input1);
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nodeSet.Connect(state.AimHorizontalDelta, DeltaNode.KernelPorts.Output, state.Mixer, LayerMixerNode.KernelPorts.Input2);
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// Load clips and store clip info
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state.AimVerticalDuration = settings.RunAimClipRef.Value.Duration;
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state.AimHorizontalDuration = settings.RunAimClipRef.Value.Duration;
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// All clips are the same length so we can use a static clip duration
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state.RunClipDuration = settings.RunBlendSpace2D.Value.Motions[0].Clip.Value.Duration;
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// Expose input and outputs
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animSource.outputNode = state.Mixer;
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animSource.outputPortID = (OutputPortID)LayerMixerNode.KernelPorts.Output;
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commands.AddComponent(entity, state);
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}).Run();
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// Handled deleted entities
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.WithNone<Settings>()
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.ForEach((Entity entity, ref SystemState state) =>
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{
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Deinitialize(World, commands, entity, animationGraphSystem, state);
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}).Run();
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commands.Playback(EntityManager);
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commands.Dispose();
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return default;
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}
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static void Deinitialize(World world, EntityCommandBuffer cmdBuffer, Entity entity, AnimationGraphSystem animGraphSys, SystemState state)
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{
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GameDebug.Log(world,AnimSource.ShowLifetime,"Deinit Run8Dir entity:{0}", entity);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimVertical);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimHorizontal);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimVerticalDelta);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AimHorizontalDelta);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AdditiveRefPoseA);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.AdditiveRefPoseB);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.Mixer);
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AnimationGraphHelper.DestroyNode(animGraphSys,state.BlendTreeNode);
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cmdBuffer.RemoveComponent<SystemState>(entity);
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}
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}
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[UpdateInGroup(typeof(AnimSourceUpdateBGroup))]
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[DisableAutoCreation]
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[AlwaysSynchronizeSystem]
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class UpdateSystem : JobComponentSystem
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{
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private EntityQuery m_GlobalGameTimeQuery;
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protected override void OnCreate()
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{
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m_GlobalGameTimeQuery = GetEntityQuery(ComponentType.ReadOnly<GlobalGameTime>());
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}
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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inputDeps.Complete();
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var nodeSet = World.GetExistingSystem<AnimationGraphSystem>().Set;
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// TODO (mogensh) find cleaner way to get time
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var globalTime = m_GlobalGameTimeQuery.GetSingleton<GlobalGameTime>();
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var time = globalTime.gameTime;
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var deltaTime = globalTime.frameDuration;
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var characterInterpolatedDataFromEntity = GetComponentDataFromEntity<Character.InterpolatedData>(false);
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var abilityInterpolatedStateFromEntity = GetComponentDataFromEntity<AbilityMovement.InterpolatedState>(true);
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var ownedAbilityBufferFromEntity = GetBufferFromEntity<AbilityOwner.OwnedAbility>(true);
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// Update state
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Entities
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.ForEach((Entity entity, ref AnimSource.Data animSource,
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ref Settings settings, ref SystemState state, ref AnimSource.AllowWrite allowWrite) =>
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{
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if (!characterInterpolatedDataFromEntity.HasComponent(animSource.animStateEntity))
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return;
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var charInterpolatedState = characterInterpolatedDataFromEntity[animSource.animStateEntity];
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var abilityMovementEntity = Ability.FindAbility(ownedAbilityBufferFromEntity, animSource.animStateEntity, AbilityMovement.Tag);
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if (abilityMovementEntity == Entity.Null)
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return;
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var abilityMovement = abilityInterpolatedStateFromEntity[abilityMovementEntity];
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if (allowWrite.FirstUpdate)
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{
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// Do phase projection for time not spent in state
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var ticksSincePreviousGroundMove = time.tick - charInterpolatedState.lastGroundMoveTick;
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if (ticksSincePreviousGroundMove > 1)
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{
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charInterpolatedState.locomotionPhase += state.PlaySpeed * (ticksSincePreviousGroundMove - 1f);
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}
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// Reset the phase and position in blend space if appropriate
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var timeSincePreviousGroundMove = ticksSincePreviousGroundMove / (float)time.tickRate;
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if (abilityMovement.previousCharLocoState != AbilityMovement.LocoState.GroundMove && timeSincePreviousGroundMove > settings.StateResetWindow)
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{
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// Debug.Log("Reset movement run! (Ticks since: " + ticksSincePreviousGroundMove + " Time since: " + timeSincePreviousGroundMove + ")");
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charInterpolatedState.locomotionPhase = 0f;
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charInterpolatedState.moveAngleLocal = CalculateMoveAngleLocal(charInterpolatedState.aimYaw, charInterpolatedState.moveYaw);
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// if (m_settings.useVariableMoveSpeed)
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// {
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// charInterpolatedState.locomotionVector = AngleToPosition(animState.moveAngleLocal) * charState.velocity.magnitude;
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// }
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// else
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// {
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charInterpolatedState.locomotionVector = AngleToPosition(charInterpolatedState.moveAngleLocal);
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// }
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state.CurrentVelocity = Vector2.zero;
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allowWrite.FirstUpdate = false;
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}
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}
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charInterpolatedState.lastGroundMoveTick = time.tick;
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// Update rotation
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// var hipDragSpeed = settings.HipDragSpeed;
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// var maxHipOffset = settings.MaxHipOffset;
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// charInterpolatedState.rotation = Mathf.SmoothDampAngle(charInterpolatedState.rotation,
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// charInterpolatedState.aimYaw, ref state.CurrentRotationVel, hipDragSpeed * -1 + 1, 1000f, deltaTime);
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// Clamp the hip offset
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// var delta = Mathf.DeltaAngle(charInterpolatedState.aimYaw, charInterpolatedState.rotation);
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// if (Mathf.Abs(delta) > maxHipOffset)
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// {
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// charInterpolatedState.rotation = charInterpolatedState.aimYaw + Mathf.Clamp(delta, -maxHipOffset, maxHipOffset);
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// }
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// Get new local move angle
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// var angle = Mathf.DeltaAngle(charInterpolatedState.aimYaw, charInterpolatedState.moveYaw);
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charInterpolatedState.rotation = charInterpolatedState.aimYaw;
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charInterpolatedState.moveAngleLocal = CalculateMoveAngleLocal(charInterpolatedState.rotation, charInterpolatedState.moveYaw);
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var targetBlend = AngleToPosition(charInterpolatedState.moveAngleLocal);
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// if (m_settings.useVariableMoveSpeed) // Experimental
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// {
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// targetBlend = AngleToPosition(animState.moveAngleLocal) * charState.velocity.magnitude;
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// }
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charInterpolatedState.locomotionVector = MathHelper.SmoothDamp(charInterpolatedState.locomotionVector, targetBlend,
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ref state.CurrentVelocity, settings.damping, settings.maxStep, deltaTime);
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/*
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// If the clip duration of the blend space is variable, you would need something like this. Since
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// bursting with node sets is currently not possible, you should defer message sending till out of the job.
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var blendParamX = new Parameter {
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Id = settings.RunBlendSpace2D.Value.BlendParameterX,
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Value = charInterpolatedState.locomotionVector.x
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};
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var blendParamY = new Parameter {
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Id = settings.RunBlendSpace2D.Value.BlendParameterY,
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Value = charInterpolatedState.locomotionVector.y
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};
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nodeSet.SendMessage(state.BlendTreeNode, BlendTree2DNode.SimulationPorts.Parameter, blendParamX);
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nodeSet.SendMessage(state.BlendTreeNode, BlendTree2DNode.SimulationPorts.Parameter, blendParamY);
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state.BlendParamSet = true;
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var f = nodeSet.GetFunctionality(state.BlendTreeNode);
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var duration = f.GetDuration(state.BlendTreeNode);
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*/
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// Update phase
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state.PlaySpeed = 1f / state.RunClipDuration * deltaTime;
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charInterpolatedState.locomotionPhase += state.PlaySpeed;
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characterInterpolatedDataFromEntity[animSource.animStateEntity] = charInterpolatedState;
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}).Run();
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return default;
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}
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static float CalculateMoveAngleLocal(float rotation, float moveYaw)
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{
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// Get new local move angle
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var moveAngleLocal = MathHelper.DeltaAngle(rotation, moveYaw);
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// We cant blend running sideways and running backwards so in range 90->135 we snap to either sideways or backwards
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var absMoveAngle = math.abs(moveAngleLocal);
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if (absMoveAngle > 90 && absMoveAngle < 135)
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{
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var sign = math.sign(moveAngleLocal);
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moveAngleLocal = absMoveAngle > 112.5f ? sign * 135.0f : sign * 90.0f;
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}
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return moveAngleLocal;
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}
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}
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[UpdateInGroup(typeof(AnimSourceApplyGroup))]
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[DisableAutoCreation]
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[AlwaysSynchronizeSystem]
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class PrepareGraph : JobComponentSystem
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{
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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inputDeps.Complete();
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var nodeSet = World.GetExistingSystem<AnimationGraphSystem>().Set;
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var commands = new EntityCommandBuffer(Allocator.TempJob);
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Profiler.BeginSample("HandleRigChange");
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// Handle rig changes
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Entities
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.WithNone<AnimSource.HasValidRig>()
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings, ref SystemState state) =>
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{
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if (!EntityManager.HasComponent<SharedRigDefinition>(animSource.animStateEntity))
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return;
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var sharedRigDef = EntityManager.GetSharedComponentData<SharedRigDefinition>(animSource.animStateEntity);
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var rig = sharedRigDef.Value;
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var runVerticalAimClipInstance = ClipManager.Instance.GetClipFor(rig, settings.RunAimClipRef);
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var runAimHorizontalClipInstance = ClipManager.Instance.GetClipFor(rig, settings.RunAimHorizontalClipRef);
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var addRefPoseClipInstance = ClipManager.Instance.GetClipFor(rig, settings.AdditiveRefPose);
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nodeSet.SendMessage(state.AimVertical, ClipNode.SimulationPorts.ClipInstance, runVerticalAimClipInstance);
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nodeSet.SendMessage(state.AimHorizontal, ClipNode.SimulationPorts.ClipInstance, runAimHorizontalClipInstance);
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// TODO: Do we need multiple, or can we have a diamond shape?
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nodeSet.SendMessage(state.AdditiveRefPoseA, ClipNode.SimulationPorts.ClipInstance, addRefPoseClipInstance);
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nodeSet.SendMessage(state.AdditiveRefPoseB, ClipNode.SimulationPorts.ClipInstance, addRefPoseClipInstance);
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nodeSet.SendMessage(state.Mixer, LayerMixerNode.SimulationPorts.RigDefinition, rig);
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nodeSet.SendMessage(state.BlendTreeNode, BlendTree2DNode.SimulationPorts.RigDefinition, rig);
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nodeSet.SendMessage(state.BlendTreeNode, BlendTree2DNode.SimulationPorts.BlendTree, settings.RunBlendSpace2D);
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nodeSet.SendMessage(state.AimVerticalDelta, DeltaNode.SimulationPorts.RigDefinition, rig);
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nodeSet.SendMessage(state.AimHorizontalDelta, DeltaNode.SimulationPorts.RigDefinition, rig);
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commands.AddComponent<AnimSource.HasValidRig>(entity);
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}).Run();
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Profiler.EndSample();
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Profiler.BeginSample("Apply state");
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// Apply state
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Entities
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.WithoutBurst() // Can be removed once NodeSets are Burst-friendly
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.ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings, ref SystemState state) =>
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{
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if (!EntityManager.HasComponent<Character.InterpolatedData>(animSource.animStateEntity))
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return;
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var charInterpolatedState = EntityManager.GetComponentData<Character.InterpolatedData>(animSource.animStateEntity);
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nodeSet.SetData(state.AimVertical, ClipNode.KernelPorts.Time,
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charInterpolatedState.aimPitch * state.AimVerticalDuration / 180f);
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var timeFactor = state.AimHorizontalDuration / 180f;
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var time = (90f + MathHelper.DeltaAngle(charInterpolatedState.aimYaw, charInterpolatedState.rotation)) * timeFactor;
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time = math.max(0f, time);
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nodeSet.SetData(state.AimHorizontal, ClipNode.KernelPorts.Time, time);
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// Blend in/out aim for reload
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nodeSet.SendMessage(state.Mixer, LayerMixerNode.SimulationPorts.WeightInput1,
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1f - charInterpolatedState.blendOutAim * settings.blendOutAimOnReloadPitch);
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// Set the blend param and phase of the blend tree
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var blendParamX = new Parameter {
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Id = settings.RunBlendSpace2D.Value.BlendParameterX,
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Value = charInterpolatedState.locomotionVector.x
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};
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var blendParamY = new Parameter {
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Id = settings.RunBlendSpace2D.Value.BlendParameterY,
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Value = charInterpolatedState.locomotionVector.y
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};
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nodeSet.SendMessage(state.BlendTreeNode, BlendTree2DNode.SimulationPorts.Parameter, blendParamX);
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nodeSet.SendMessage(state.BlendTreeNode, BlendTree2DNode.SimulationPorts.Parameter, blendParamY);
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// TODO: Remove move fmod if/when blendtree uses loopable clip node
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var phase = math.fmod(charInterpolatedState.locomotionPhase, 1.0f);
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nodeSet.SetData(state.BlendTreeNode, BlendTree2DNode.KernelPorts.NormalizedTime, phase);
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}).Run();
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Profiler.EndSample();
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commands.Playback(EntityManager);
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commands.Dispose();
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return default;
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}
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}
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static Vector2 AngleToPosition(float angle)
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{
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var forward = new float3(0f, 0f, 1f);
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var up = new float3(0f, 1f, 0f);
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var dir3D = math.mul(quaternion.AxisAngle(up, math.radians(angle)), forward);
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return new Vector2(dir3D.x, dir3D.z);
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}
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}
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