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4.8 KiB

using Unity.Entities;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
[CreateAssetMenu(fileName = "InAir", menuName = "FPS Sample/Animation/AnimGraph/InAir")]
public class AnimGraph_InAir : AnimGraphAsset
{
public AnimationClip animInAir;
public AnimationClip animLandAntic;
public float landAnticStartHeight = 0.3f;
public float blendDuration = 0.1f;
public AnimationClip animAimDownToUp;
public ActionAnimationDefinition[] actionAnimations;
public override IAnimGraphInstance Instatiate(EntityManager entityManager, Entity owner, PlayableGraph graph)
{
return new Instance(entityManager, owner, graph, this);
}
class Instance : IAnimGraphInstance, IGraphState
{
public Instance(EntityManager entityManager, Entity owner, PlayableGraph graph, AnimGraph_InAir settings)
{
m_settings = settings;
m_EntityManager = entityManager;
m_Owner = owner;
GameDebug.Assert(entityManager.HasComponent<CharacterPredictedState>(owner),"Owner has no Character component");
m_character = entityManager.GetComponentObject<CharacterPredictedState>(owner);
m_mainMixer = AnimationMixerPlayable.Create(graph);
m_animInAir = AnimationClipPlayable.Create(graph, settings.animInAir);
m_animInAir.Play();
m_animInAir.SetApplyFootIK(false);
inAirPort = m_mainMixer.AddInput(m_animInAir, 0);
m_animLandAntic = AnimationClipPlayable.Create(graph, settings.animLandAntic);
m_animInAir.Play();
m_animLandAntic.SetApplyFootIK(false);
landAnticPort = m_mainMixer.AddInput(m_animLandAntic, 0);
m_layerMixer = AnimationLayerMixerPlayable.Create(graph);
var port = m_layerMixer.AddInput(m_mainMixer, 0);
m_layerMixer.SetInputWeight(port, 1);
// Aim
if (settings.animAimDownToUp != null)
m_aimHandler = new AimVerticalHandler(m_layerMixer, settings.animAimDownToUp);
// Actions
m_actionAnimationHandler = new ActionAnimationHandler(m_layerMixer, settings.actionAnimations);
}
public void Shutdown()
{
}
public void SetPlayableInput(int index, Playable playable, int playablePort)
{
}
public void GetPlayableOutput(int index, ref Playable playable, ref int playablePort)
{
playable = m_layerMixer;
playablePort = 0;
}
public void UpdatePresentationState(bool firstUpdate, GameTime time, float deltaTime)
{
var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
if (firstUpdate)
{
animState.inAirTime = 0;
}
else
{
animState.inAirTime += deltaTime;
}
animState.rotation = animState.aimYaw;
// Blend in land anticipation when close to ground // TODO only do this test when moving downwards
var nearGround = m_character.altitude < m_settings.landAnticStartHeight;
var deltaWeight = deltaTime / m_settings.blendDuration;
animState.landAnticWeight += nearGround ? deltaWeight : -deltaWeight;
animState.landAnticWeight = Mathf.Clamp(animState.landAnticWeight, 0, 1);
m_EntityManager.SetComponentData(m_Owner, animState);
}
public void ApplyPresentationState(GameTime time, float deltaTime)
{
var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
m_animInAir.SetTime(animState.inAirTime);
m_animLandAntic.SetTime(animState.inAirTime);
var landAnticWeight = animState.landAnticWeight;
m_mainMixer.SetInputWeight(inAirPort, 1.0f - landAnticWeight);
m_mainMixer.SetInputWeight(landAnticPort, landAnticWeight);
var characterActionDuration = time.DurationSinceTick(animState.charActionTick);
m_actionAnimationHandler.UpdateAction(animState.charAction, characterActionDuration);
if(m_aimHandler != null)
m_aimHandler.SetAngle(animState.aimPitch);
}
AnimGraph_InAir m_settings;
EntityManager m_EntityManager;
Entity m_Owner;
CharacterPredictedState m_character;
AnimationMixerPlayable m_mainMixer;
AnimationClipPlayable m_animInAir;
AnimationClipPlayable m_animLandAntic;
int inAirPort;
int landAnticPort;
AnimationLayerMixerPlayable m_layerMixer;
ActionAnimationHandler m_actionAnimationHandler;
AimVerticalHandler m_aimHandler;
}
}