public void Equip(Equipment newItem)
    {
        CurrentInventoryUI.instance.AddItem(newItem);
        //gets at which index of newItem in the EqupmentEnum
        int       slotIndex = (int)newItem.equipSlot;
        Equipment oldItem   = null;

        if (currentEquipment[slotIndex] != null)
        {
            oldItem = currentEquipment[slotIndex];
            inventory.Add(oldItem);
        }

        if (onEquipmentChanged != null)
        {
            onEquipmentChanged.Invoke(newItem, oldItem);
        }
        currentEquipment[slotIndex] = newItem;
        SkinnedMeshRenderer newMesh = Instantiate <SkinnedMeshRenderer>(newItem.mesh);

        newMesh.transform.parent     = targerMesh.transform;
        newMesh.bones                = targerMesh.GetComponentInParent <SkinnedMeshRenderer>().bones;
        newMesh.rootBone             = targerMesh.GetComponentInParent <SkinnedMeshRenderer>().rootBone;
        currentMeshes[slotIndex]     = newMesh;
        newMesh.transform.position   = targerMesh.transform.position;
        newMesh.transform.rotation   = targerMesh.transform.rotation;
        newMesh.transform.localScale = targerMesh.transform.localScale;
        //newMesh.transform.localScale = targerMesh.bounds.extents;
        //CurrentInventory'e ekle
    }
Esempio n. 2
0
    private void InstantiatePerUnitTypeData(UnitType type)
    {
        var                 minionPrefab  = Spawner.GetMinionPrefab(type);
        var                 renderingData = minionPrefab.GetComponentInChildren <RenderingDataWrapper>().Value;
        GameObject          bakingObject  = GameObject.Instantiate(renderingData.BakingPrefab);
        SkinnedMeshRenderer renderer      = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();
        Material            material      = renderingData.Material;
        LodData             lodData       = renderingData.LodData;

        var dataPerUnitType = new DataPerUnitType
        {
            UnitType  = type,
            BakedData = KeyframeTextureBaker.BakeClips(renderer,
                                                       GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData),
            Material = material,
        };

        dataPerUnitType.Drawer     = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.NewMesh);
        dataPerUnitType.Lod1Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod1Mesh);
        dataPerUnitType.Lod2Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod2Mesh);
        dataPerUnitType.Lod3Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod3Mesh);

        perUnitTypeDataHolder.Add(type, dataPerUnitType);
        TransferAnimationData(type);
        GameObject.Destroy(bakingObject);
    }
Esempio n. 3
0
    private void initilize()
    {
        if (init)
        {
            return;
        }
        init = true;
        PreSetting          setting      = Resources.Load <PreSetting>("PreSetting");
        var                 bakingObject = GameObject.Instantiate(setting.go) as GameObject;
        SkinnedMeshRenderer renderer     = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();
        LodData             lodData      = new LodData();

        lodData.Lod1Mesh     = setting.mesh0;
        lodData.Lod2Mesh     = setting.mesh1;
        lodData.Lod3Mesh     = setting.mesh2;
        lodData.Lod1Distance = 10;
        lodData.Lod2Distance = 20;
        lodData.Lod3Distance = 30;
        Material material = setting.material;

        //SkinnedMeshRenderer r = Combine.CombineIt(bakingObject.transform);
        bakedData = KeyframeTextureBaker.BakeClips(renderer, GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData);
        //bakedData = KeyframeTextureBaker.BakeClips(r, GetAllAnimationClips(r.GetComponentInParent<Animation>()), lodData);

        TransferAnimationData();

        //UnityEngine.Object fGo = Resources.Load("Formation");
        for (int i = 0; i < formationCount; i++)
        {
            Vector3 formationPosition = new Vector3(i % 5 * (width + 30), 1, i / 5 * (height + 20));

            //GameObject instance = Object.Instantiate(fGo) as GameObject;
            //instance.name = "Formation_" + i;
            //Formation form = instance.GetComponent<Formation>();
            //form.Init(width, height);
            //instance.transform.position = formationPosition;
            FormationData data = new FormationData();
            data.width             = width;
            data.height            = height;
            data.formationPosition = formationPosition;
            formationList.Add(data);
        }

        lodDrawer0 = new LodedDrawerECS(bakedData.NewMesh, material, bakedData);
        lodDrawer1 = new LodedDrawerECS(bakedData.lods.Lod1Mesh, material, bakedData);
        lodDrawer2 = new LodedDrawerECS(bakedData.lods.Lod2Mesh, material, bakedData);
        lodDrawer3 = new LodedDrawerECS(bakedData.lods.Lod3Mesh, material, bakedData);
    }
Esempio n. 4
0
        public void TransferBones()
        {
            defaultMesh.rootBone.parent = transform.root;
            newMesh.transform.parent    = defaultMesh.transform.parent;
            newMesh.bones    = defaultMesh.bones;
            newMesh.rootBone = defaultMesh.rootBone;

            var anim = defaultMesh.GetComponentInParent <Animator>();

            if (anim && newAvatar != null)
            {
                anim.avatar = newAvatar;
            }

            Debug.Log("Mesh: " + newMesh.name + "has the Bones from " + defaultMesh.name);
        }
Esempio n. 5
0
    void Start()
    {
        var bakingObject             = GameObject.Instantiate(go);
        SkinnedMeshRenderer renderer = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();

        lodData              = new LodData();
        lodData.Lod1Mesh     = mesh0;
        lodData.Lod2Mesh     = mesh1;
        lodData.Lod3Mesh     = mesh2;
        lodData.Lod1Distance = 10;
        lodData.Lod2Distance = 20;
        lodData.Lod3Distance = 30;

        bakedData = KeyframeTextureBaker.BakeClips(renderer, GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData);

        TransferAnimationData();

        UnityEngine.Object fGo = Resources.Load("Formation");
        for (int i = 0; i < formationCount; i++)
        {
            int width  = 12;
            int height = 6;

            Vector3 formationPosition = new Vector3(i % 5 * (width + 5), 1, i / 5 * (height + 4));

            GameObject instance = Instantiate(fGo) as GameObject;
            instance.name = "Formation_" + i;
            Formation form = instance.GetComponent <Formation>();
            form.Init(width, height);
            instance.transform.position = formationPosition;
            formationList.Add(form);
        }

        //SaveTextureToFile(bakedData.Texture0, "tp1.png");
        //SaveTextureToFile(bakedData.Texture1, "tp2.png");
        //SaveTextureToFile(bakedData.Texture2, "tp3.png");

        lodDrawer0 = new LodedDrawer(bakedData.NewMesh, material, bakedData, animationClipData, formationList);
        lodDrawer1 = new LodedDrawer(bakedData.lods.Lod1Mesh, material, bakedData, animationClipData, formationList);
        lodDrawer2 = new LodedDrawer(bakedData.lods.Lod2Mesh, material, bakedData, animationClipData, formationList);
        lodDrawer3 = new LodedDrawer(bakedData.lods.Lod3Mesh, material, bakedData, animationClipData, formationList);
    }
Esempio n. 6
0
    private void InstantiatePerUnitTypeData(UnitType type)
    {
        var minionPrefab             = Spawner.GetMinionPrefab(type);
        var renderingData            = minionPrefab.GetComponentInChildren <RenderingDataWrapper>().Value;
        var bakingObject             = GameObject.Instantiate(renderingData.BakingPrefab);
        SkinnedMeshRenderer renderer = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();
        Material            material = renderingData.Material;
        LodData             lodData  = renderingData.LodData;

        var dataPerUnitType = new DataPerUnitType
        {
            UnitType  = type,
            BakedData = KeyframeTextureBaker.BakeClips(renderer,
                                                       GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData),
            Material = material,
        };

        dataPerUnitType.Drawer     = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.NewMesh);
        dataPerUnitType.Lod1Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod1Mesh);
        dataPerUnitType.Lod2Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod2Mesh);
        dataPerUnitType.Lod3Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod3Mesh);

#if !USE_SAFE_JOBS
        dataPerUnitType.BufferPointers     = new NativeArray <IntPtr>(12, Allocator.Persistent);
        dataPerUnitType.BufferPointers[0]  = dataPerUnitType.Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[1]  = dataPerUnitType.Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[2]  = dataPerUnitType.Drawer.BufferPointers[2];
        dataPerUnitType.BufferPointers[3]  = dataPerUnitType.Lod1Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[4]  = dataPerUnitType.Lod1Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[5]  = dataPerUnitType.Lod1Drawer.BufferPointers[2];
        dataPerUnitType.BufferPointers[6]  = dataPerUnitType.Lod2Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[7]  = dataPerUnitType.Lod2Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[8]  = dataPerUnitType.Lod2Drawer.BufferPointers[2];
        dataPerUnitType.BufferPointers[9]  = dataPerUnitType.Lod3Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[10] = dataPerUnitType.Lod3Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[11] = dataPerUnitType.Lod3Drawer.BufferPointers[2];
#endif

        perUnitTypeDataHolder.Add(type, dataPerUnitType);
        TransferAnimationData(type);
        GameObject.Destroy(bakingObject);
    }
Esempio n. 7
0
    private static Matrix4x4[,] SampleAnimationClip(AnimationClip clip, SkinnedMeshRenderer renderer, float framerate)
    {
        Matrix4x4[,] boneMatrices = new Matrix4x4[Mathf.CeilToInt(framerate * clip.length) + 3, renderer.bones.Length];
        for (int i = 0; i < renderer.sharedMesh.bindposes.Length; i++)
        {
            var vv = renderer.sharedMesh.bindposes[i];
            //Debug.Log( "=== " + vv.weight0 + " " + vv.weight1 + " " + vv.weight2 + " " + vv.weight3 + " " + vv.boneIndex0 + " " + vv.boneIndex1 + " " + vv.boneIndex2 + " " + vv.boneIndex3);
        }
        Animation      animation   = renderer.GetComponentInParent <Animation>();
        AnimationState bakingState = animation[clip.name];

        bakingState.enabled = true;
        bakingState.weight  = 1f;

        for (int i = 1; i < boneMatrices.GetLength(0) - 1; i++)
        {
            float t = (float)(i - 1) / (boneMatrices.GetLength(0) - 3);

            bakingState.normalizedTime = t;
            animation.Sample();

            for (int j = 0; j < renderer.bones.Length; j++)
            {
                // Put it into model space for better compression.
                boneMatrices[i, j] = renderer.localToWorldMatrix.inverse * renderer.bones[j].localToWorldMatrix * renderer.sharedMesh.bindposes[j];
                //boneMatrices[i, j] = renderer.bones[j].localToWorldMatrix;
            }
        }

        for (int j = 0; j < renderer.bones.Length; j++)
        {
            boneMatrices[0, j] = boneMatrices[boneMatrices.GetLength(0) - 2, j];
            boneMatrices[boneMatrices.GetLength(0) - 1, j] = boneMatrices[1, j];
        }

        bakingState.enabled = false;
        bakingState.weight  = 0f;

        return(boneMatrices);
    }
Esempio n. 8
0
        // Function loops through the bind poseses of the animations and stores their location matrix
        private static Matrix4x4[,] SampleAnimation(AnimationClip animClip, SkinnedMeshRenderer prefabSkinnedMesh)
        {
            // Get the animator in the parent the skinned mesh
            Animator animator = prefabSkinnedMesh.GetComponentInParent <Animator>();

            // initialise the bone matrices variable
            Matrix4x4[,] bonePosMatrix = new Matrix4x4[Mathf.CeilToInt(60 * animClip.length) + 3, prefabSkinnedMesh.bones.Length];

            // Set the delta time of this clip, this is used for gathering the positional values of the mesh
            float deltaTime = animClip.length / (bonePosMatrix.GetLength(0) - 1);

            // loop through the number of bones of the mesh in the 1st dimension
            for (int i = 1; i < bonePosMatrix.GetLength(0) - 1; i++)
            {
                // Play the animation located in the animator controller with the same name as the
                // user chosen animations. The layer and the normalised time
                animator.Play(animClip.name, -1, (float)(i - 1) / (bonePosMatrix.GetLength(0) - 3));
                // evalute the animator position based on the data time inserted
                animator.Update(deltaTime);

                // loop through the skinned mesh renderes bones and set them equal to the animation mesh bind pose.
                for (int j = 0; j < prefabSkinnedMesh.bones.Length; j++)
                {
                    bonePosMatrix[i, j] = prefabSkinnedMesh.localToWorldMatrix.inverse * prefabSkinnedMesh.bones[j].localToWorldMatrix * prefabSkinnedMesh.sharedMesh.bindposes[j];
                }
            }

            for (int j = 0; j < prefabSkinnedMesh.bones.Length; j++)
            {
                bonePosMatrix[0, j] = bonePosMatrix[bonePosMatrix.GetLength(0) - 2, j];
                bonePosMatrix[bonePosMatrix.GetLength(0) - 1, j] = bonePosMatrix[1, j];
            }

            // Return these bone matrices
            return(bonePosMatrix);
        }
Esempio n. 9
0
    public static BakedData BakeClips(SkinnedMeshRenderer originalRenderer, AnimationClip[] animationClips, LodData lods)
    {
        BakedData bakedData = new BakedData();

        bakedData.NewMesh = CreateMesh(originalRenderer, lods.Scale);
        var lod1Mesh = CreateMesh(originalRenderer, lods.Scale, lods.Lod1Mesh);
        var lod2Mesh = CreateMesh(originalRenderer, lods.Scale, lods.Lod2Mesh);
        var lod3Mesh = CreateMesh(originalRenderer, lods.Scale, lods.Lod3Mesh);

        bakedData.lods = new LodData(lod1Mesh, lod2Mesh, lod3Mesh, lods.Lod1Distance, lods.Lod2Distance, lods.Lod3Distance);

        bakedData.Framerate = 60f;

        List <Matrix4x4[, ]> sampledBoneMatrices = new List <Matrix4x4[, ]>();

        int numberOfKeyFrames  = 0;
        var animationComponent = originalRenderer.GetComponentInParent <Animation>();

        for (int i = 0; i < animationClips.Length; i++)
        {
            animationComponent[animationClips[i].name].enabled = false;
            animationComponent[animationClips[i].name].weight  = 0f;
        }

        for (int i = 0; i < animationClips.Length; i++)
        {
            Debug.Log("x " + i + " " + animationClips[i].name);
            var sampledMatrix = SampleAnimationClip(animationClips[i], originalRenderer, bakedData.Framerate);
            sampledBoneMatrices.Add(sampledMatrix);

            numberOfKeyFrames += sampledMatrix.GetLength(0);
        }

        int numberOfBones = sampledBoneMatrices[0].GetLength(1);

        bakedData.Texture0            = new Texture2D(numberOfKeyFrames, numberOfBones, TextureFormat.RGBAFloat, false);
        bakedData.Texture0.wrapMode   = TextureWrapMode.Clamp;
        bakedData.Texture0.filterMode = FilterMode.Point;
        bakedData.Texture0.anisoLevel = 0;

        bakedData.Texture1            = new Texture2D(numberOfKeyFrames, numberOfBones, TextureFormat.RGBAFloat, false);
        bakedData.Texture1.wrapMode   = TextureWrapMode.Clamp;
        bakedData.Texture1.filterMode = FilterMode.Point;
        bakedData.Texture1.anisoLevel = 0;

        bakedData.Texture2            = new Texture2D(numberOfKeyFrames, numberOfBones, TextureFormat.RGBAFloat, false);
        bakedData.Texture2.wrapMode   = TextureWrapMode.Clamp;
        bakedData.Texture2.filterMode = FilterMode.Point;
        bakedData.Texture2.anisoLevel = 0;

        Color[] texture0Color = new Color[bakedData.Texture0.width * bakedData.Texture0.height];
        Color[] texture1Color = new Color[bakedData.Texture0.width * bakedData.Texture0.height];
        Color[] texture2Color = new Color[bakedData.Texture0.width * bakedData.Texture0.height];

        int runningTotalNumberOfKeyframes = 0;

        for (int i = 0; i < sampledBoneMatrices.Count; i++)
        {
            for (int boneIndex = 0; boneIndex < sampledBoneMatrices[i].GetLength(1); boneIndex++)
            {
                //Color previousRotation = new Color();

                for (int keyframeIndex = 0; keyframeIndex < sampledBoneMatrices[i].GetLength(0); keyframeIndex++)
                {
                    //var rotation = GetRotation(Quaternion.LookRotation(sampledBoneMatrices[i][keyframeIndex, boneIndex].GetColumn(2),
                    //													sampledBoneMatrices[i][keyframeIndex, boneIndex].GetColumn(1)));

                    //if (keyframeIndex != 0)
                    //{
                    //	if (Distance(previousRotation, rotation) > Distance(Negate(rotation), previousRotation))
                    //	{
                    //		rotation = new Color(-rotation.r, -rotation.g, -rotation.b, -rotation.a);
                    //	}
                    //}

                    //var translation = GetTranslation(sampledBoneMatrices[i][keyframeIndex, boneIndex].GetColumn(3), rotation);

                    //previousRotation = rotation;
                    //int index = Get1DCoord(runningTotalNumberOfKeyframes + keyframeIndex, boneIndex, bakedData.TranslationTexture.width);
                    //translations[index] = translation;
                    //rotations[index] = rotation;

                    int index = Get1DCoord(runningTotalNumberOfKeyframes + keyframeIndex, boneIndex, bakedData.Texture0.width);

                    texture0Color[index] = sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(0);
                    texture1Color[index] = sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(1);
                    texture2Color[index] = sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(2);
                }
            }

            AnimationClipData clipData = new AnimationClipData
            {
                Clip       = animationClips[i],
                PixelStart = runningTotalNumberOfKeyframes + 1,
                PixelEnd   = runningTotalNumberOfKeyframes + sampledBoneMatrices[i].GetLength(0) - 1
            };

            if (clipData.Clip.wrapMode == WrapMode.Default)
            {
                clipData.PixelEnd -= 1;
            }

            bakedData.Animations.Add(clipData);

            runningTotalNumberOfKeyframes += sampledBoneMatrices[i].GetLength(0);
        }

        bakedData.Texture0.SetPixels(texture0Color);
        bakedData.Texture0.Apply(false, false);

        bakedData.Texture1.SetPixels(texture1Color);
        bakedData.Texture1.Apply(false, false);

        bakedData.Texture2.SetPixels(texture2Color);
        bakedData.Texture2.Apply(false, false);


        runningTotalNumberOfKeyframes = 0;
        for (int i = 0; i < sampledBoneMatrices.Count; i++)
        {
            for (int boneIndex = 0; boneIndex < sampledBoneMatrices[i].GetLength(1); boneIndex++)
            {
                for (int keyframeIndex = 0; keyframeIndex < sampledBoneMatrices[i].GetLength(0); keyframeIndex++)
                {
                    //int d1_index = Get1DCoord(runningTotalNumberOfKeyframes + keyframeIndex, boneIndex, bakedData.Texture0.width);

                    Color pixel0 = bakedData.Texture0.GetPixel(runningTotalNumberOfKeyframes + keyframeIndex, boneIndex);
                    Color pixel1 = bakedData.Texture1.GetPixel(runningTotalNumberOfKeyframes + keyframeIndex, boneIndex);
                    Color pixel2 = bakedData.Texture2.GetPixel(runningTotalNumberOfKeyframes + keyframeIndex, boneIndex);

                    if ((Vector4)pixel0 != sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(0))
                    {
                        Debug.LogError("Error at (" + (runningTotalNumberOfKeyframes + keyframeIndex) + ", " + boneIndex + ") expected " + Format(sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(0)) + " but got " + Format(pixel0));
                    }
                    if ((Vector4)pixel1 != sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(1))
                    {
                        Debug.LogError("Error at (" + (runningTotalNumberOfKeyframes + keyframeIndex) + ", " + boneIndex + ") expected " + Format(sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(1)) + " but got " + Format(pixel1));
                    }
                    if ((Vector4)pixel2 != sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(2))
                    {
                        Debug.LogError("Error at (" + (runningTotalNumberOfKeyframes + keyframeIndex) + ", " + boneIndex + ") expected " + Format(sampledBoneMatrices[i][keyframeIndex, boneIndex].GetRow(2)) + " but got " + Format(pixel2));
                    }
                }
            }
            runningTotalNumberOfKeyframes += sampledBoneMatrices[i].GetLength(0);
        }

        bakedData.AnimationsDictionary = new Dictionary <string, AnimationClipData>();
        foreach (var clipData in bakedData.Animations)
        {
            bakedData.AnimationsDictionary[clipData.Clip.name] = clipData;
        }

        return(bakedData);
    }
Esempio n. 10
0
 /// <summary>
 /// Stores a reference to the model <see cref="UnityEngine.Animation"/> component.
 /// </summary>
 private void Start()
 {
     _animation = SkinnedMeshRenderer.GetComponentInParent <Animation>();
 }
Esempio n. 11
0
 public void SetPlayerIndex(int index)
 {
     m_CurrentSelectedMaterial = m_PlayerIndex = index;
     m_MeshCharacter.GetComponentInParent <Animator>().SetBool("IsGrounded", true);
     m_TitleText.SetText("Player " + (index + 1).ToString());
 }