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3.3 KiB

using Unity.Entities;
using UnityEngine;
using UnityEngine.Experimental.Animations;
using UnityEngine.Playables;
[CreateAssetMenu(fileName = "CameraNoise", menuName = "FPS Sample/Animation/AnimGraph/CameraNoise")]
public class AnimGraph_CameraNoise : AnimGraphAsset
{
public string cameraBone;
public string characterRootBone;
public CameraNoiseJob.JobSettings cameraNoiseJobSettings;
public override IAnimGraphInstance Instatiate(EntityManager entityManager, Entity owner, PlayableGraph graph)
{
return new Instance(entityManager, owner, graph, this);
}
class Instance : IAnimGraphInstance
{
public Instance(EntityManager entityManager, Entity owner, PlayableGraph graph, AnimGraph_CameraNoise settings)
{
m_Settings = settings;
m_graph = graph;
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);
var cameraBone = skeleton.bones[skeleton.GetBoneIndex(settings.cameraBone.GetHashCode())];
var characterRootBone = skeleton.bones[skeleton.GetBoneIndex(settings.characterRootBone.GetHashCode())];
var cameraNoiseSettings = new CameraNoiseJob.EditorSettings();
cameraNoiseSettings.cameraBone = cameraBone;
cameraNoiseSettings.characterRootBone = characterRootBone;
cameraNoiseSettings.jobSettings = settings.cameraNoiseJobSettings;
var noiseJob = new CameraNoiseJob();
var initialized = noiseJob.Setup(animator, cameraNoiseSettings);
GameDebug.Assert(initialized, "Failed to initialize AimDragJob");
m_NoisePlayable = AnimationScriptPlayable.Create(graph, noiseJob, 1);
m_NoisePlayable.SetInputWeight(0, 1);
}
public void Shutdown()
{
m_NoisePlayable.GetJobData<CameraNoiseJob>().Dispose();
}
public void SetPlayableInput(int index, Playable playable, int playablePort)
{
m_graph.Connect(playable, playablePort, m_NoisePlayable, 0);
}
public void GetPlayableOutput(int index, ref Playable playable, ref int playablePort)
{
playable = m_NoisePlayable;
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_NoisePlayable.GetJobData<CameraNoiseJob>();
job.Update(lookDir, m_Settings.cameraNoiseJobSettings, m_NoisePlayable);
// Debug.Log(job.debugValue.x + " : " + job.debugValue.y + " : " + job.debugValue.z);
}
AnimGraph_CameraNoise m_Settings;
EntityManager m_EntityManager;
Entity m_Owner;
AnimationScriptPlayable m_NoisePlayable;
PlayableGraph m_graph;
}
}