private BasicMotionMatchingJob[] mmJobs; // motion matching job

        public LogicMotionMatchingState(
            MotionMatchingState state,
            MotionMatching component,
            MotionMatchingPlayableGraph playableGraph,
            LogicMotionMatchingLayer logicLayer,
            Transform gameObject,
            int framesForJob
            ) :
            base(state, component, playableGraph, logicLayer, gameObject, framesForJob)
        {
            OnCreate();
        }
Ejemplo n.º 2
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        public void RemoveZeroWeightsInputFromLayer(
            LogicMotionMatchingLayer layer,
            List <int> currentBlendedStates,
            List <float> blendingWeights,
            List <float> currentWeights
            )
        {
            int size = layer.mixer.GetInputCount();

            for (int inputIndex_1 = 0; inputIndex_1 < size; inputIndex_1++)
            {
                float weight = layer.mixer.GetInputWeight(inputIndex_1);
                if (weight <= 0f)
                {
                    int mixerInputs = (layer.mixer.GetInput(inputIndex_1).GetInputCount());
                    if (mixerInputs == 0)
                    {
                        layer.mixer.GetInput(inputIndex_1).Destroy();
                    }
                    else
                    {
                        for (int dataMixerIndex = 0; dataMixerIndex < mixerInputs; dataMixerIndex++)
                        {
                            layer.mixer.GetInput(inputIndex_1).GetInput(dataMixerIndex).Destroy();
                        }
                        layer.mixer.GetInput(inputIndex_1).Destroy();
                    }

                    blendingWeights.RemoveAt(inputIndex_1);
                    currentWeights.RemoveAt(inputIndex_1);

                    layer.logicStates[currentBlendedStates[inputIndex_1]].StateExit();
                    currentBlendedStates.RemoveAt(inputIndex_1);

                    for (int inputIndex_2 = inputIndex_1 + 1; inputIndex_2 < size; inputIndex_2++)
                    {
                        float _weight = layer.mixer.GetInputWeight(inputIndex_2);
                        AnimationMixerPlayable switchedMixer = (AnimationMixerPlayable)layer.mixer.GetInput(inputIndex_2);
                        layer.mixer.DisconnectInput(inputIndex_2);
                        layer.mixer.ConnectInput(inputIndex_2 - 1, switchedMixer, 0);
                        layer.mixer.SetInputWeight(inputIndex_2 - 1, _weight);
                    }
                    inputIndex_1--;
                    size--;
                    layer.mixer.SetInputCount(size);
                }
            }
        }
Ejemplo n.º 3
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 // For logic state
 public void AddStatePlayable(LogicState state, LogicMotionMatchingLayer layer)
 {
     state.SetPlayable(AnimationMixerPlayable.Create(this.graph));
     layer.GetPlayable().AddInput(state.GetPlayable(), 0);
 }
Ejemplo n.º 4
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 // For Logic layer
 public void AddLayerPlayable(LogicMotionMatchingLayer layer)
 {
     layer.SetPlayable(AnimationMixerPlayable.Create(this.graph, 0, true));
     layerMixer.AddInput(layer.GetPlayable(), 0, 1f);
 }