protected void UpdateAnimations()
            {
                //Update particle frame progress
                for (int i = 0; i < _instanceData.Length; i++)
                {
                    if (IsObjectActive(ref _instanceData[i]))
                    {
                        float prevFrame = _instanceData[i]._currentFrame;

                        //Progress current animation
                        AnimationTexture.Animation animation = GetAnimation(_instanceData[i]._animationIndex);

                        //Update current frame
                        _instanceData[i]._currentFrame += Time.deltaTime * animation._fps * _instanceData[i]._animationSpeed;

                        //Is animation finished?
                        if (Mathf.FloorToInt(_instanceData[i]._currentFrame) >= animation._totalFrames - 2)
                        {
                            Animation newAnimation = PickRandomAnimation();

                            _instanceData[i]._animationIndex = newAnimation._animationIndex;
                            _instanceData[i]._currentFrame   = 0f;
                            _instanceData[i]._animationSpeed = newAnimation._speedRange.GetRandomValue();;
                        }
                    }
                }
            }
            public GameObject SpawnObject(Vector3 position)
            {
                for (int i = 0; i < _instanceData.Length; i++)
                {
                    if (!IsObjectActive(ref _instanceData[i]))
                    {
                        if (_instanceData[i]._gameObject == null)
                        {
                            _instanceData[i]._gameObject = Instantiate(_referencePrefab, this.transform);
                            _instanceData[i]._gameObject.transform.position = position;

                            _instanceData[i]._skinnedMeshes = _instanceData[i]._gameObject.GetComponentsInChildren <SkinnedMeshRenderer>();

                            for (int j = 0; j < _instanceData[i]._skinnedMeshes.Length; j++)
                            {
                                _instanceData[i]._skinnedMeshes[j].enabled = false;
                            }

                            _instanceData[i]._gameObject.SetActive(true);
                        }

                        Animation animation = PickRandomAnimation();
                        AnimationTexture.Animation textureAnim = GetAnimation(animation._animationIndex);
                        _instanceData[i]._animationIndex = animation._animationIndex;
                        _instanceData[i]._currentFrame   = Random.Range(0, textureAnim._totalFrames - 2);
                        _instanceData[i]._animationSpeed = animation._speedRange.GetRandomValue();

                        OnSpawnObject(ref _instanceData[i]);

                        return(_instanceData[i]._gameObject);
                    }
                }

                return(null);
            }
Esempio n. 3
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            private Vector4 StartNewAnimation(Vector4 oldData, bool randomOffset)
            {
                Vector4 data;

                ParticleAnimation anim = PickRandomAnimation();

                AnimationTexture.Animation animation = GetAnimation(anim._animationIndex);

                data.x = anim._animationIndex;
                data.y = randomOffset ? Random.Range(0, animation._totalFrames - 2) : 0;
                data.z = anim._speedRange.GetRandomValue();
                data.w = 1.0f;

                return(data);
            }
Esempio n. 4
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            private void Update()
            {
                AnimationTexture.Animation animation = _animationTexture.GetAnimations()[0];

                _currentFrame += Time.deltaTime * animation._fps;

                if (_currentFrame + 1 > animation._totalFrames)
                {
                    _currentFrame = 0.0f;
                }

                _material.GetMaterial().SetFloat("frameIndex", _currentFrame);
                _material.GetMaterial().SetFloat("preFrameIndex", -1.0f);
                _material.GetMaterial().SetFloat("transitionProgress", -1.0f);

                Graphics.DrawMeshInstanced(_skinnedMesh.sharedMesh, 0, _material, new Matrix4x4[] { this.transform.localToWorldMatrix }, 1);
            }
Esempio n. 5
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            protected override void UpdateProperties()
            {
#if UNITY_EDITOR
                for (int i = 0; i < _materials.Length; i++)
                {
                    _animationTexture.SetMaterialProperties(_materials[i]);
                }
#endif

                //Update property block
                for (int i = 0; i < GetNumRenderedParticles(); i++)
                {
                    int index = GetRenderedParticlesIndex(i);
                    AnimationTexture.Animation animation = GetAnimation(Mathf.RoundToInt(_particleCustomData[index].x));
                    _particleCurrentFrame[i] = animation._startFrameOffset + _particleCustomData[index].y;
                }

                //Update property block
                _propertyBlock.SetFloatArray("frameIndex", _particleCurrentFrame);
            }
Esempio n. 6
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            private void UpdateAnimations()
            {
                int numParticles = _particleSystem.GetCustomParticleData(_particleCustomData, _customDataChannel);

                //Update particle frame progress
                for (int i = 0; i < numParticles; i++)
                {
                    Vector4 customData = _particleCustomData[i];

                    float prevFrame = customData.y;

                    //New particle
                    if (customData.w == 0.0f)
                    {
                        _particleCustomData[i] = StartNewAnimation(customData, true);
                    }
                    //Progress current animation
                    else
                    {
                        AnimationTexture.Animation animation = GetAnimation(Mathf.RoundToInt(customData.x));

                        //Update current frame
                        customData.y += Time.deltaTime * animation._fps * customData.z;

                        //Is animation finished?
                        if (Mathf.FloorToInt(customData.y) < animation._totalFrames - 2)
                        {
                            _particleCustomData[i] = customData;
                        }
                        else
                        {
                            _particleCustomData[i] = StartNewAnimation(customData, false);
                        }
                    }
                }

                //Update custom data
                _particleSystem.SetCustomParticleData(_particleCustomData, _customDataChannel);
            }
Esempio n. 7
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 private AnimationTexture.Animation GetAnimation(int index)
 {
     AnimationTexture.Animation[] animations = _animationTexture.GetAnimations();
     AnimationTexture.Animation   animation  = animations[Mathf.Clamp(index, 0, animations.Length)];
     return(animation);
 }
Esempio n. 8
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                private static AnimationTexture CreateAnimationTexture(GameObject gameObject, Transform[] bones, Matrix4x4[] bindposes, AnimationClip[] animationClips, int bakeFPS)
                {
                    int numBones = bones.Length;

                    AnimationTexture.Animation[] animations = new AnimationTexture.Animation[animationClips.Length];

                    //3d array - animation / frame / bones
                    Matrix4x4[][][] boneWorldMatrix = new Matrix4x4[animations.Length][][];

                    Matrix4x4 rootMat     = gameObject.transform.worldToLocalMatrix;
                    int       startOffset = 0;

                    for (int animIndex = 0; animIndex < animations.Length; animIndex++)
                    {
                        int      fps         = bakeFPS;
                        string   name        = animationClips[animIndex].name;
                        int      totalFrames = Mathf.CeilToInt(animationClips[animIndex].length * fps) + 1;
                        WrapMode wrapMode    = animationClips[animIndex].wrapMode;
                        animations[animIndex] = new AnimationTexture.Animation(name, startOffset, totalFrames, fps, wrapMode);
                        startOffset          += totalFrames;

                        //Sample animation
                        boneWorldMatrix[animIndex] = new Matrix4x4[totalFrames][];

                        for (int frame = 0; frame < totalFrames; frame++)
                        {
                            float bakeDelta     = Mathf.Clamp01((float)frame / totalFrames);
                            float animationTime = bakeDelta * animationClips[animIndex].length;

                            //Sample animation
                            bool wasLegacy = animationClips[animIndex].legacy;
                            animationClips[animIndex].legacy = true;
                            animationClips[animIndex].SampleAnimation(gameObject, animationTime);
                            animationClips[animIndex].legacy = wasLegacy;
                            //Save bone matrices
                            boneWorldMatrix[animIndex][frame] = new Matrix4x4[numBones];

                            for (int boneIndex = 0; boneIndex < numBones; boneIndex++)
                            {
                                boneWorldMatrix[animIndex][frame][boneIndex] = rootMat * bones[boneIndex].localToWorldMatrix * bindposes[boneIndex];
                            }
                        }
                    }

                    //Create and save texture! Work out width!
                    TextureFormat format = TextureFormat.RGBAHalf;
                    int           textureSize;

                    if (!CalculateTextureSize(boneWorldMatrix, out textureSize))
                    {
                        return(null);
                    }

                    Texture2D texture = new Texture2D(textureSize, textureSize, format, false);

                    texture.filterMode = FilterMode.Point;

                    //Loop through animations / frames / bones setting pixels for each bone matrix
                    int pixelx = 0;
                    int pixely = 0;

                    //Foreach animation
                    for (int animIndex = 0; animIndex < boneWorldMatrix.Length; animIndex++)
                    {
                        //For each frame
                        for (int j = 0; j < boneWorldMatrix[animIndex].Length; j++)
                        {
                            //Convert all frame bone matrices to colors
                            Color[] matrixPixels = ConvertMatricesToColor(boneWorldMatrix[animIndex][j]);
                            texture.SetPixels(pixelx, pixely, 4, numBones, matrixPixels);

                            //Shift to next frame position
                            pixelx += 4;

                            //If less than 4 pixels from edge, move to next row
                            if (textureSize - pixelx < 4)
                            {
                                pixelx  = 0;
                                pixely += numBones;
                            }
                        }
                    }

                    texture.Apply();

                    return(new AnimationTexture(animations, numBones, texture));
                }