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125 行
5.6 KiB

using Unity.Collections;
using Unity.Entities;
using UnityEngine;
using UnityEngine.Experimental.Animations;
using UnityEngine.Playables;
[CreateAssetMenu(fileName = "Banking", menuName = "FPS Sample/Animation/AnimGraph/Banking")]
public class AnimGraph_Banking : AnimGraphAsset
{
public string bankTransform;
public BankingJob.Settings bankingSettings;
public override IAnimGraphInstance Instatiate(EntityManager entityManager, Entity owner, PlayableGraph graph)
{
return new Instance(entityManager, owner, graph, this);
}
class Instance : IAnimGraphInstance, IGraphLogic
{
public Instance(EntityManager entityManager, Entity owner, PlayableGraph graph, AnimGraph_Banking settings)
{
m_Settings = settings;
m_EntityManager = entityManager;
m_Owner = owner;
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);
GameDebug.Assert(entityManager.HasComponent<CharacterPredictedState>(owner),"Owner has no Character component");
m_character = entityManager.GetComponentObject<CharacterPredictedState>(owner);
var bankTransform = skeleton.bones[skeleton.GetBoneIndex(settings.bankTransform.GetHashCode())];
var bankingSettings = new BankingJob.EditorSettings();
bankingSettings.bankTransform = bankTransform;
bankingSettings.settings = settings.bankingSettings;
var bankingJob = new BankingJob();
m_HeadLeftRightMuscles = new NativeArray<MuscleHandle>(2, Allocator.Persistent);
m_SpineLeftRightMuscles = new NativeArray<MuscleHandle>(3, Allocator.Persistent);
var initialized = bankingJob.Setup(animator, bankingSettings, 2312, m_HeadLeftRightMuscles, m_SpineLeftRightMuscles);
GameDebug.Assert(initialized, "Failed to initialize BankingJob");
m_Playable = AnimationScriptPlayable.Create(graph, bankingJob);
}
public void Shutdown()
{
var job = m_Playable.GetJobData<BankingJob>();
job.Dispose();
m_HeadLeftRightMuscles.Dispose();
m_SpineLeftRightMuscles.Dispose();
}
public void SetPlayableInput(int index, Playable playable, int playablePort)
{
m_Playable.AddInput(playable, playablePort, 1f);
}
public void GetPlayableOutput(int index, ref Playable playable, ref int playablePort)
{
playable = m_Playable;
playablePort = 0;
}
public void UpdateGraphLogic(GameTime time, float deltaTime)
{
var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
if (animState.charLocoState != CharacterPredictedState.StateData.LocoState.GroundMove)
{
var groundMoveVec = Vector3.ProjectOnPlane(m_character.State.velocity, Vector3.up);
if (animState.charLocoState == CharacterPredictedState.StateData.LocoState.InAir || Vector3.Magnitude(groundMoveVec) < 0.1f)
{
m_PreviousPosition = animState.position;
}
}
animState.banking = Mathf.MoveTowards(animState.banking, 0f, m_Settings.bankingSettings.bankDamp * deltaTime);
if (animState.charLocoState == CharacterPredictedState.StateData.LocoState.GroundMove)
{
var movement = new Vector3(animState.position.x, 0f, animState.position.z) - new Vector3(m_PreviousPosition.x, 0f, m_PreviousPosition.z);
var delta = -Vector3.SignedAngle(m_PreviousMovement, movement, Vector3.up) * m_Settings.bankingSettings.bankContribution * deltaTime;
// - Multiply the delta by the movement direction: Forward = 1, Strafe = 0, Backwards = -1
delta *= (Mathf.Abs(Mathf.DeltaAngle(animState.rotation, animState.moveYaw)) - 90f) / -90f;
// - Define max contribution
delta = Mathf.Clamp(delta, -m_Settings.bankingSettings.maxBankContribution * deltaTime, m_Settings.bankingSettings.maxBankContribution * deltaTime);
// TODO: (sunek) Make it be multiplied by velocity
animState.banking = Mathf.Clamp(animState.banking + delta, -m_Settings.bankingSettings.bankMagnitude, m_Settings.bankingSettings.bankMagnitude);
m_PreviousPosition = animState.position;
m_PreviousMovement = movement;
}
m_EntityManager.SetComponentData(m_Owner, animState);
}
public void ApplyPresentationState(GameTime time, float deltaTime)
{
var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
var job = m_Playable.GetJobData<BankingJob>();
job.Update(animState, m_Settings.bankingSettings, m_Playable);
}
AnimGraph_Banking m_Settings;
EntityManager m_EntityManager;
Entity m_Owner;
CharacterPredictedState m_character;
AnimationScriptPlayable m_Playable;
Vector3 m_PreviousPosition;
Vector3 m_PreviousMovement;
NativeArray<MuscleHandle> m_HeadLeftRightMuscles;
NativeArray<MuscleHandle> m_SpineLeftRightMuscles;
}
}