void Start() { List <string> animationFiles = new List <string>(); animationFiles.Add("take-1_DEFAULT_C26"); animationFiles.Add("take-2_DEFAULT_C26"); animationFiles.Add("take-3_DEFAULT_C26"); animationFiles.Add("take-4_DEFAULT_C26"); animationFiles.Add("take-5_DEFAULT_C26"); animationFiles.Add("take-6_DEFAULT_C26"); // We assume that the Character has the correct structure this._model = this.gameObject.transform; this._mc = new MovementComponent(this._model); this._fc = new FollowerComponent(this._model); this._ac = new AnimationComponent(this._model); this._rc = new RuntimeComponent(this._fc, animationFiles, RecalculateAnimationsFlag); if (this._model == null) { throw new System.Exception("SalamanderController was unable to find the model."); } // Initialize Trajectory's past to the initial position for (int i = 0; i < FeaturePastPoints; i++) { this._trajectory.points.Add(new Trajectory.Point(new Vector2(0f, 0f), Quaternion.identity)); } }
public RuntimeComponent(FollowerComponent fc) { // TODO: This should happen offline. Instead we only need to open its result this._anim.Add(Packer.Pack("walk", "MoCapData", "walk_DEFAULT_FIX")); this._anim.Add(Packer.Pack("jog", "MoCapData", "jog3_DEFAULT_FIX")); this._anim.Add(Packer.Pack("acceleration", "MoCapData", "acceleration_DEFAULT_FIX")); this._anim.Add(Packer.Pack("run", "MoCapData", "Copy of run1_DEFAULT_FIX")); this._anim.Add(Packer.Pack("walk_continuous", "MoCapData", "walk_continuous2_DEFAULT_FIX")); this._anim.Add(Packer.Pack("circle_left", "MoCapData", "circle_left_DEFAULT_FIX")); this._anim.Add(Packer.Pack("circle_right", "MoCapData", "circle_right_DEFAULT_FIX")); // TODO: This exists for dubugging. Maybe it needs to be removed. this._fc = fc; }
void Start() { // We assume that the Character has the correct structure Transform character = this.gameObject.transform; this._model = character.GetChild(0); this._mc = new MovementComponent(character); this._fc = new FollowerComponent(this._model); this._rc = new RuntimeComponent(this._fc); this._ac = new AnimationComponent(this._model.GetChild(0)); // Initialize Trajectory's past to the initial position for (int i = 0; i < FeaturePastPoints; i++) { this._trajectory.points.Add(new Trajectory.Point(new Vector2(0f, 0f), Quaternion.identity)); } }
public RuntimeComponent(FollowerComponent fc, List <string> files, bool recalculateFlag = true) { Debug.Log("MoMa: " + (recalculateFlag ? " Recalculate animations using Packer" : " Using pre-calculated animations")); foreach (string filename in files) { Animation loadedAnimation = // Recalculate animations using Packer and .csv files in Resource Packer.Pack(filename, filename); // Don't recalculate animations. Load the existing assets //LoadPackedAnimationFile(filename); this._anim.Add(loadedAnimation); Debug.Log("Loaded MoMa file \"" + filename + "\" with " + loadedAnimation.frameList.Count + " frames"); } // This exists for dubugging. Maybe it needs to be removed. #if UNITY_EDITOR this._fc = fc; #endif }