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91 行
3.3 KiB
91 行
3.3 KiB
using Unity.Entities;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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[CreateAssetMenu(fileName = "Jump", menuName = "FPS Sample/Animation/AnimGraph/Jump")]
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public class AnimGraph_Jump : AnimGraphAsset
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{
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public AnimationClip animJump;
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[Tooltip("Jump height in animation. NOT actual ingame jump height")]
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public float jumpHeight = 1.7f; // Jump height of character in last frame of animation
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public AnimationClip animAimDownToUp;
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public override IAnimGraphInstance Instatiate(EntityManager entityManager, Entity owner, PlayableGraph graph)
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{
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var animState = new Instance(entityManager, owner, graph, this);
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return animState;
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}
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class Instance : IAnimGraphInstance, IGraphState
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{
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public Instance(EntityManager entityManager, Entity owner, PlayableGraph graph, AnimGraph_Jump settings)
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{
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m_EntityManager = entityManager;
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m_Owner = owner;
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m_additiveMixer = AnimationLayerMixerPlayable.Create(graph);
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m_animJump = AnimationClipPlayable.Create(graph, settings.animJump);
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m_animJump.SetApplyFootIK(true);
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m_animJump.SetDuration(settings.animJump.length);
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m_animJump.Pause();
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int port = m_additiveMixer.AddInput(m_animJump, 0);
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m_additiveMixer.SetLayerAdditive((uint)port, false);
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m_additiveMixer.SetInputWeight(port, 1);
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// Adjust play speed so vertical velocity in animation is matched with character velocity (so feet doesnt penetrate ground)
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var animJumpVel = settings.jumpHeight / settings.animJump.length;
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var characterJumpVel = Game.config != null ? Game.config.jumpAscentHeight / Game.config.jumpAscentDuration : animJumpVel;
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playSpeed = characterJumpVel / animJumpVel;
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// Aim
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m_aimHandler = new AimVerticalHandler(m_additiveMixer, settings.animAimDownToUp);
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}
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public void Shutdown()
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{
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}
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public void SetPlayableInput(int index, Playable playable, int playablePort)
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{
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}
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public void GetPlayableOutput(int index, ref Playable playable, ref int playablePort)
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{
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playable = m_additiveMixer;
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playablePort = 0;
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}
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public void UpdatePresentationState(bool firstUpdate, GameTime time, float deltaTime)
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{
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var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
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animState.rotation = animState.aimYaw;
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if (firstUpdate)
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animState.jumpTime = 0;
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else
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animState.jumpTime += playSpeed*deltaTime;
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m_EntityManager.SetComponentData(m_Owner, animState);
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}
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public void ApplyPresentationState(GameTime time, float deltaTime)
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{
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var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
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m_aimHandler.SetAngle(animState.aimPitch);
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m_animJump.SetTime(animState.jumpTime);
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}
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EntityManager m_EntityManager;
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Entity m_Owner;
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AnimationLayerMixerPlayable m_additiveMixer;
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AnimationClipPlayable m_animJump;
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AimVerticalHandler m_aimHandler;
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float playSpeed;
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}
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}
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