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95 行
3.4 KiB
95 行
3.4 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 = "Simple", menuName = "FPS Sample/Animation/AnimGraph/Simple")]
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public class AnimGraph_Simple : AnimGraphAsset
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{
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public AnimationClip animIdle;
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public bool idleFootIKActive = true;
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public AnimationClip animAimDownToUp;
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public ActionAnimationDefinition[] actionAnimations;
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public override IAnimGraphInstance Instatiate(EntityManager entityManager, Entity owner, PlayableGraph graph)
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{
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return new Instance(entityManager, owner, graph, this);
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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_Simple settings)
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{
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m_EntityManager = entityManager;
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m_Owner = owner;
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m_layerMixer = AnimationLayerMixerPlayable.Create(graph);
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int port;
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// Idle
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m_animIdle = AnimationClipPlayable.Create(graph, settings.animIdle);
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m_animIdle.SetApplyFootIK(settings.idleFootIKActive);
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port = m_layerMixer.AddInput(m_animIdle, 0);
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m_layerMixer.SetInputWeight(port, 1.0f);
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// Aim
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if(settings.animAimDownToUp != null)
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m_aimHandler = new AimVerticalHandler(m_layerMixer, settings.animAimDownToUp);
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// Actions
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m_actionMixer = AnimationLayerMixerPlayable.Create(graph);
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port = m_actionMixer.AddInput(m_layerMixer, 0);
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m_actionMixer.SetInputWeight(port, 1);
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m_actionAnimationHandler = new ActionAnimationHandler(m_actionMixer, settings.actionAnimations);
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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_actionMixer;
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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.simpleTime = 0;
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else
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animState.simpleTime += 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_animIdle.SetTime(animState.simpleTime);
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var characterActionDuration = time.DurationSinceTick(animState.charActionTick);
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m_actionAnimationHandler.UpdateAction(animState.charAction, characterActionDuration);
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if(m_aimHandler != null)
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m_aimHandler.SetAngle(animState.aimPitch);
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}
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EntityManager m_EntityManager;
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Entity m_Owner;
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AnimationLayerMixerPlayable m_layerMixer;
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AnimationClipPlayable m_animIdle;
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AnimationLayerMixerPlayable m_actionMixer;
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ActionAnimationHandler m_actionAnimationHandler;
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AimVerticalHandler m_aimHandler;
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}
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}
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