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70 行
2.6 KiB

using Unity.Entities;
using UnityEngine;
using UnityEngine.Experimental.Animations;
using UnityEngine.Playables;
[CreateAssetMenu(fileName = "TwoBoneIk", menuName = "FPS Sample/Animation/AnimGraph/TwoBoneIk")]
public class AnimGraph_TwoBoneIk : AnimGraphAsset
{
public string targetBone;
public string drivenBone;
public override IAnimGraphInstance Instatiate(EntityManager entityManager, Entity owner, PlayableGraph graph)
{
var animator = entityManager.GetComponentObject<Animator>(owner);
var skeleton = entityManager.GetComponentObject<Skeleton>(owner);
return new TwoBoneIkAnimNode(animator, skeleton, graph, this);
}
public class TwoBoneIkAnimNode : IAnimGraphInstance
{
public TwoBoneIkAnimNode(Animator animator, Skeleton skeleton, PlayableGraph graph, AnimGraph_TwoBoneIk settings)
{
m_graph = graph;
var targetBone = skeleton.bones[skeleton.GetBoneIndex(settings.targetBone.GetHashCode())];
var drivenBone = skeleton.bones[skeleton.GetBoneIndex(settings.drivenBone.GetHashCode())];
// Setup settings
var ikSettings = new TwoBoneIKJob.IkChain();
ikSettings.target.target = targetBone;
ikSettings.target.readFrom = TwoBoneIKJob.TargetType.Stream;
ikSettings.driven.type = TwoBoneIKJob.IkType.Generic;
ikSettings.driven.genericEndJoint = drivenBone;
// ikSettings.driven.humanoidLimb = AvatarIKGoal.LeftFoot;
// Create job
var leftArmIkJob = new TwoBoneIKJob();
var initialized = leftArmIkJob.Setup(animator, ikSettings, typeof(AnimStateController),
"leftArmIK.weight.value", "leftArmIK.weight.propertyOffset", "leftArmIK.target.offset");
GameDebug.Assert(initialized,"Failed to initialize TwoBoneIKJob");
m_ikPlayable = AnimationScriptPlayable.Create(graph, leftArmIkJob, 1);
m_ikPlayable.SetInputWeight(0,1);
}
public void Shutdown()
{
}
public void SetPlayableInput(int index, Playable playable, int playablePort)
{
m_graph.Connect(playable, playablePort, m_ikPlayable, 0);
}
public void GetPlayableOutput(int index, ref Playable playable, ref int playablePort)
{
playable = m_ikPlayable;
playablePort = 0;
}
public void ApplyPresentationState(GameTime time, float deltaTime)
{
}
PlayableGraph m_graph;
AnimationScriptPlayable m_ikPlayable;
}
}