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183 行
6.8 KiB

using System;
using Unity.Entities;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Experimental.Animations;
using UnityEngine.Playables;
[CreateAssetMenu(fileName = "Squash", menuName = "FPS Sample/Animation/AnimGraph/Squash")]
public class AnimGraph_Squash : AnimGraphAsset
{
public AnimationClip animSquash;
[Range(0f, 1f)]
public float minTimeBetweenSquashing;
[Serializable]
public struct PlaySettings
{
[Range(0f,2f)]
public float weight;
public float playSpeed;
}
public PlaySettings stop;
public PlaySettings start;
public PlaySettings doubleJump;
public PlaySettings landMin;
public float landMinFallSpeed = 2;
public PlaySettings landMax;
public float landMaxFallSpeed = 5;
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_Squash settings)
{
m_Settings = settings;
m_graph = graph;
m_EntityManager = entityManager;
m_Owner = owner;
GameDebug.Assert(entityManager.HasComponent<CharacterPredictedState>(owner),"Owner has no Character component");
m_character = entityManager.GetComponentObject<CharacterPredictedState>(owner);
m_mixer = AnimationLayerMixerPlayable.Create(graph,2);
m_mixer.SetInputWeight(0, 1.0f);
m_animSquash = AnimationClipPlayable.Create(graph, settings.animSquash);
m_animSquash.SetApplyFootIK(false);
m_animSquash.SetDuration(settings.animSquash.length);
m_animSquash.Pause();
m_graph.Connect(m_animSquash, 0, m_mixer, 1);
m_mixer.SetInputWeight(1, 0.0f);
m_mixer.SetLayerAdditive(1, true);
}
public void Shutdown()
{
}
public void SetPlayableInput(int index, Playable playable, int playablePort)
{
m_graph.Connect(playable, playablePort, m_mixer, 0);
}
public void GetPlayableOutput(int index, ref Playable playable, ref int playablePort)
{
playable = m_mixer;
playablePort = 0;
}
public void UpdateGraphLogic(GameTime time, float deltaTime)
{
var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
if (TimeToSquash(time))
{
if (m_prevLocoState != animState.charLocoState)
{
// Double jump
if (animState.charLocoState == CharacterPredictedState.StateData.LocoState.DoubleJump)
{
m_lastSquashTick = time.tick;
animState.squashTime = 0;
animState.squashWeight = m_Settings.doubleJump.weight;
playSpeed = m_Settings.doubleJump.playSpeed;
}
// Landing
else if (m_prevLocoState == CharacterPredictedState.StateData.LocoState.InAir)
{
m_lastSquashTick = time.tick;
animState.squashTime = 0;
var vel = - m_character.State.velocity.y;
var t = vel < m_Settings.landMinFallSpeed ? 0 :
vel > m_Settings.landMaxFallSpeed ? 1 :
(vel - m_Settings.landMinFallSpeed) / (m_Settings.landMaxFallSpeed - m_Settings.landMinFallSpeed);
animState.squashWeight = Mathf.Lerp(m_Settings.landMin.weight, m_Settings.landMax.weight, t);
playSpeed = Mathf.Lerp(m_Settings.landMin.playSpeed, m_Settings.landMax.playSpeed, t);
}
// Stopping
else if (animState.charLocoState == CharacterPredictedState.StateData.LocoState.Stand)
{
m_lastSquashTick = time.tick;
animState.squashTime = 0;
animState.squashWeight = m_Settings.stop.weight;
playSpeed = m_Settings.stop.playSpeed;
}
// Start Moving
else if (animState.charLocoState == CharacterPredictedState.StateData.LocoState.GroundMove)
{
m_lastSquashTick = time.tick;
animState.squashTime = 0;
animState.squashWeight = m_Settings.start.weight;
playSpeed = m_Settings.start.playSpeed;
}
}
// Change Direction
else if (animState.charLocoState == CharacterPredictedState.StateData.LocoState.GroundMove &&
Vector2.Angle(animState.locomotionVector, m_prevLocoVector) > 90f)
{
m_lastSquashTick = time.tick;
animState.squashTime = 0;
animState.squashWeight = m_Settings.stop.weight;
playSpeed = m_Settings.stop.playSpeed;
}
}
if (animState.squashWeight > 0)
{
animState.squashTime += playSpeed*deltaTime;
if (animState.squashTime > m_animSquash.GetDuration())
animState.squashWeight = 0.0f;
}
m_prevLocoState = animState.charLocoState;
m_prevLocoVector = animState.locomotionVector;
m_EntityManager.SetComponentData(m_Owner, animState);
}
public void ResetNetwork(float timeOffset)
{
}
public void ApplyPresentationState(GameTime time, float deltaTime)
{
var animState = m_EntityManager.GetComponentData<CharAnimState>(m_Owner);
m_mixer.SetInputWeight(1, animState.squashWeight);
m_animSquash.SetTime(animState.squashTime);
}
bool TimeToSquash(GameTime time)
{
return (time.tick - m_lastSquashTick) / time.tickRate > m_Settings.minTimeBetweenSquashing;
}
AnimGraph_Squash m_Settings;
EntityManager m_EntityManager;
Entity m_Owner;
CharacterPredictedState m_character;
AnimationClipPlayable m_animSquash;
AnimationLayerMixerPlayable m_mixer;
PlayableGraph m_graph;
CharacterPredictedState.StateData.LocoState m_prevLocoState;
Vector2 m_prevLocoVector;
float playSpeed;
float m_lastSquashTick;
}
}