Beispiel #1
0
        public Animation.Clip QueryClip(Trajectory.Snippet currentSnippet)
        {
            // 1. Reduce cooldowns (after the previous Clip has finished)
            ReduceCooldowns();

            // 2. Check if the next Clip is fitting (or the first one, if we reach the end)
            // The next Clip is NOT necesserily the product of the next Feature
            this._currentFeature = (this._currentFeature + SalamanderController.FeatureStep) % this._anim[this._currentAnimation].featureList.Count;

            this._maxTrajectoryDiff = currentSnippet.CalcDiff(this._anim[this._currentAnimation].featureList[this._currentFeature].snippet);

            if (this._maxTrajectoryDiff > SalamanderController.RecalculationThreshold)
            {
                (this._currentAnimation, this._currentFeature) = QueryFeature(currentSnippet);

                //Debug.Log("Recalculating");
                //Debug.Log("File: " + this._currentAnimation + " Clip: " +  this._currentFeature);
            }
            else
            {
                //Debug.Log("Not Recalculating");
            }

            // 3. Construct the Clip, blend it with the current one and return it
            Animation.Clip nextClip = new Animation.Clip(
                this._anim[this._currentAnimation].frameList.GetRange(
                    this._anim[this._currentAnimation].featureList[this._currentFeature].frameNum + SalamanderController.FramesPerPoint,
                    SalamanderController.FramesPerPoint * (SalamanderController.FeaturePoints + SalamanderController.ClipBlendPoints)
                    )
                );

            nextClip.BlendWith(_currentClip);
            _currentClip = nextClip;

            // 4. Put the current Feature on cooldown
            PutOnCooldown(this._anim[this._currentAnimation].featureList[this._currentFeature]);

            return(nextClip);
        }
 public void LoadClip(Animation.Clip clip)
 {
     this._clip = clip;
 }