Ejemplo n.º 1
0
 public AnimationTracker(AniMeshData.AniClip Clip, AniMeshData Data)
 {
     _Clip    = Clip;
     _Data    = Data;
     _ClipMin = ((float)(_Clip.StartFrame + 1) / (float)_Data.FrameCount);
     _ClipMax = ((float)_Clip.StartFrame + (float)_Clip.Length) / (float)_Data.FrameCount;
 }
Ejemplo n.º 2
0
            public void UpdateTracker(Renderer[] Renderers, MaterialPropertyBlock[] Blocks, AniMeshData Data, int Index, float AnimatorSpeed)
            {
                // update frame
                _CurrentFrame = Mathf.Clamp(_CurrentFrame + ((_Clip.FrameRate * Time.deltaTime) * _Clip.Speed) * AnimatorSpeed, 0, _Clip.Length);
                if (_CurrentFrame >= _Clip.Length && _Clip.Loop)
                {
                    _CurrentFrame = 0;
                }

                // update strength
                Strength = Lerp(_From, _TargetStrength, FadePercentage());               // lerp to target strength

                // on done fading callback
                if (OnDoneFade != null && FadePercentage() >= 1f)
                {
                    OnDoneFade.Invoke();
                    OnDoneFade = null;
                }

                if (Strength <= 0 && !_Clip.Loop)
                {
                    ResetFrames();
                }

                // update renderers
                for (int i = 0; i < Blocks.Length; i++)
                {
                    if (Renderers [i].isVisible)
                    {
                        MaterialPropertyBlock props = Blocks [i];
                        Vector4 AnimationData       = new Vector4(
                            Lerp(ClipMin, ClipMax, (float)_CurrentFrame / (float)_Clip.Length),
                            Strength,
                            _Clip.MagnitudeMultiply,
                            0f
                            );
                        props.SetVector(_PropertyKeys [Index], AnimationData);
                        Renderers [i].SetPropertyBlock(props);
                    }
                }
            }