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109 行
4.5 KiB

using Unity.Collections;
using Unity.Entities;
using UnityEngine;
using UnityEngine.Experimental.Animations;
using UnityEngine.Playables;
[CreateAssetMenu(fileName = "AimDrag", menuName = "FPS Sample/Animation/AnimGraph/AimDrag")]
public class AnimGraph_AimDrag : AnimGraphAsset
{
public string weaponHandBone;
public string weaponBone;
public string applyResultOnBone;
public AimDragJob.Settings aimDragSettings;
// public NativeQueue<Quaternion> m_DragHistory;
public override IAnimGraphInstance Instatiate(EntityManager entityManager, Entity owner, PlayableGraph graph)
{
return new Instance(entityManager, owner, graph, this);
}
class Instance : IAnimGraphInstance
{
public NativeQueue<Quaternion> m_DragHistory;
public Instance(EntityManager entityManager, Entity owner, PlayableGraph graph, AnimGraph_AimDrag settings)
{
m_settings = settings;
m_EntityManager = entityManager;
m_Owner = owner;
m_graph = graph;
GameDebug.Assert(entityManager.HasComponent<Animator>(owner),"Owner has no Animator component");
var animator = entityManager.GetComponentObject<Animator>(owner);
GameDebug.Assert(entityManager.HasComponent<Skeleton>(owner),"Owner has no Skeleton component");
var skeleton = entityManager.GetComponentObject<Skeleton>(owner);
var weaponHandBone = skeleton.bones[skeleton.GetBoneIndex(settings.weaponHandBone.GetHashCode())];
var weaponBone = skeleton.bones[skeleton.GetBoneIndex(settings.weaponBone.GetHashCode())];
var resultBone = animator.transform.Find(settings.applyResultOnBone);
// Weapon sway
var aimDragJobSettings = new AimDragJob.EditorSettings();
aimDragJobSettings.weaponHandBone = weaponHandBone;
aimDragJobSettings.weaponBone = weaponBone;
aimDragJobSettings.applyResultOn = resultBone;
aimDragJobSettings.settings = settings.aimDragSettings;
var dragJob = new AimDragJob();
m_DragHistory = new NativeQueue<Quaternion>(Allocator.Persistent);
var initialized = dragJob.Setup(animator, aimDragJobSettings, 2312, m_DragHistory);
GameDebug.Assert(initialized, "Failed to initialize AimDragJob");
m_AimDragPlayable = AnimationScriptPlayable.Create(graph, dragJob, 1);
m_AimDragPlayable.SetInputWeight(0,1);
// Hand IK
var ikSettings = new TwoBoneIKJob.IkChain();
ikSettings.target.target = resultBone;
ikSettings.target.readFrom = TwoBoneIKJob.TargetType.Scene;
ikSettings.driven.type = TwoBoneIKJob.IkType.Generic;
ikSettings.driven.genericEndJoint = weaponHandBone;
ikSettings.driven.humanoidLimb = AvatarIKGoal.LeftFoot;
var rightArmIkJob = new TwoBoneIKJob();
initialized = rightArmIkJob.Setup(animator, ikSettings, typeof(AnimStateController), "rightArmIK.weight.value",
"rightArmIK.weight.propertyOffset", "rightArmIK.target.offset");
GameDebug.Assert(initialized, "Failed to initialize TwoBoneIKJob");
m_IKPlayable = AnimationScriptPlayable.Create(graph, rightArmIkJob);
m_IKPlayable.AddInput(m_AimDragPlayable, 0, 1f);
}
public void Shutdown()
{
m_DragHistory.Dispose();
}
public void SetPlayableInput(int portId, Playable playable, int playablePort)
{
m_graph.Connect(playable, playablePort, m_AimDragPlayable, 0);
}
public void GetPlayableOutput(int portId, ref Playable playable, ref int playablePort)
{
playable = m_IKPlayable;
playablePort = 0;
}
public void ApplyPresentationState(GameTime time, float deltaTime)
{
var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
var lookDir = Quaternion.Euler(new Vector3(-animState.aimPitch, animState.aimYaw, 0)) * Vector3.down;
var job = m_AimDragPlayable.GetJobData<AimDragJob>();
job.Update(lookDir, m_settings.aimDragSettings, animState, m_AimDragPlayable);
}
AnimGraph_AimDrag m_settings;
EntityManager m_EntityManager;
Entity m_Owner;
PlayableGraph m_graph;
AnimationScriptPlayable m_AimDragPlayable;
AnimationScriptPlayable m_IKPlayable;
}
}