internal static Playable CreatePlayable(PlayableGraph graph, AnimationClip clip, Vector3 positionOffset, Vector3 eulerOffset, bool removeStartOffset, AppliedOffsetMode mode, bool applyFootIK, LoopMode loop) { if (clip == null || clip.legacy) { return(Playable.Null); } var clipPlayable = AnimationClipPlayable.Create(graph, clip); clipPlayable.SetRemoveStartOffset(removeStartOffset); clipPlayable.SetApplyFootIK(applyFootIK); clipPlayable.SetOverrideLoopTime(loop != LoopMode.UseSourceAsset); clipPlayable.SetLoopTime(loop == LoopMode.On); Playable root = clipPlayable; if (ShouldApplyScaleRemove(mode)) { var removeScale = AnimationRemoveScalePlayable.Create(graph, 1); graph.Connect(root, 0, removeScale, 0); removeScale.SetInputWeight(0, 1.0f); root = removeScale; } if (ShouldApplyOffset(mode, clip)) { var offsetPlayable = AnimationOffsetPlayable.Create(graph, positionOffset, Quaternion.Euler(eulerOffset), 1); graph.Connect(root, 0, offsetPlayable, 0); offsetPlayable.SetInputWeight(0, 1.0F); root = offsetPlayable; } return(root); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { Playable result; if (this.clip == null || this.clip.legacy) { result = Playable.Null; } else { AnimationClipPlayable animationClipPlayable = AnimationClipPlayable.Create(graph, this.m_Clip); this.m_AnimationClipPlayable = animationClipPlayable; this.m_AnimationClipPlayable.SetRemoveStartOffset(this.removeStartOffset); Playable playable = animationClipPlayable; if (this.applyRootMotion) { AnimationOffsetPlayable animationOffsetPlayable = AnimationOffsetPlayable.Create(graph, this.m_Position, this.m_Rotation, 1); graph.Connect <AnimationClipPlayable, AnimationOffsetPlayable>(animationClipPlayable, 0, animationOffsetPlayable, 0); animationOffsetPlayable.SetInputWeight(0, 1f); playable = animationOffsetPlayable; } this.LiveLink(); result = playable; } return(result); }
private Playable AttachOffsetPlayable(PlayableGraph graph, Playable playable, Vector3 pos, Quaternion rot) { var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1); offsetPlayable.SetInputWeight(0, 1.0f); graph.Connect(playable, 0, offsetPlayable, 0); return(offsetPlayable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { AnimationClipPlayable animationClipPlayable = AnimationClipPlayable.Create(graph, this.m_Clip); this.m_AnimationClipPlayable = animationClipPlayable; this.m_AnimationClipPlayable.SetRemoveStartOffset(this.removeStartOffset); Playable result = animationClipPlayable; if (this.applyRootMotion) { AnimationOffsetPlayable animationOffsetPlayable = AnimationOffsetPlayable.Create(graph, this.m_Position, this.m_Rotation, 1); graph.Connect <AnimationClipPlayable, AnimationOffsetPlayable>(animationClipPlayable, 0, animationOffsetPlayable, 0); result = animationOffsetPlayable; } this.LiveLink(); return(result); }
private Playable ApplyTrackOffset(PlayableGraph graph, Playable root) { Playable result; if (!this.m_ApplyOffsets) { result = root; } else { AnimationOffsetPlayable animationOffsetPlayable = AnimationOffsetPlayable.Create(graph, this.m_Position, this.m_Rotation, 1); graph.Connect <Playable, AnimationOffsetPlayable>(root, 0, animationOffsetPlayable, 0); animationOffsetPlayable.SetInputWeight(0, 1f); result = animationOffsetPlayable; } return(result); }
Playable ApplyTrackOffset(PlayableGraph graph, Playable root, GameObject go, AppliedOffsetMode mode) { #if UNITY_EDITOR m_ClipOffset = AnimationOffsetPlayable.Null; #endif // offsets don't apply in scene offset, or if there is no root transform (globally or on this track) if (mode == AppliedOffsetMode.SceneOffsetLegacy || mode == AppliedOffsetMode.SceneOffset || mode == AppliedOffsetMode.NoRootTransform || !AnimatesRootTransform() ) { return(root); } var pos = position; var rot = rotation; #if UNITY_EDITOR // in the editor use the preview position to playback from if available if (mode == AppliedOffsetMode.SceneOffsetEditor) { pos = m_SceneOffsetPosition; rot = Quaternion.Euler(m_SceneOffsetRotation); } #endif var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1); #if UNITY_EDITOR m_ClipOffset = offsetPlayable; #endif graph.Connect(root, 0, offsetPlayable, 0); offsetPlayable.SetInputWeight(0, 1); return(offsetPlayable); }
public static void AddDefaultHumanoidTrack(PlayableGraph graph, Playable rootPlayable, Animator animator) { if (!(AnimationDefaultTrack.defaultHumanoidClip == null)) { Playable playable = new Playable(AnimationPlayableGraphExtensions.CreateAnimationMotionXToDeltaPlayable(graph)); PlayableExtensions.SetInputCount <Playable>(playable, 1); AnimationOffsetPlayable animationOffsetPlayable = AnimationOffsetPlayable.Create(graph, Vector3.get_zero(), Quaternion.get_identity(), 1); AnimationClipPlayable animationClipPlayable = AnimationClipPlayable.Create(graph, AnimationDefaultTrack.defaultHumanoidClip); PlayableExtensions.SetTime <AnimationClipPlayable>(animationClipPlayable, 0.0); PlayableExtensions.SetSpeed <AnimationClipPlayable>(animationClipPlayable, 0.0); graph.Connect <AnimationOffsetPlayable, Playable>(animationOffsetPlayable, 0, playable, 0); PlayableExtensions.SetInputWeight <Playable>(playable, 0, 1f); graph.Connect <AnimationClipPlayable, AnimationOffsetPlayable>(animationClipPlayable, 0, animationOffsetPlayable, 0); PlayableExtensions.SetInputWeight <AnimationOffsetPlayable>(animationOffsetPlayable, 0, 1f); int inputCount = PlayableExtensions.GetInputCount <Playable>(rootPlayable); PlayableExtensions.SetInputCount <Playable>(rootPlayable, inputCount + 1); graph.Connect <Playable, Playable>(playable, 0, rootPlayable, inputCount); PlayableExtensions.SetInputWeight <Playable>(rootPlayable, inputCount, 1f); AnimationPlayableOutput animationPlayableOutput = AnimationPlayableOutput.Create(graph, "DefaultHumanoid", animator); PlayableOutputExtensions.SetSourcePlayable <AnimationPlayableOutput, Playable>(animationPlayableOutput, rootPlayable); PlayableOutputExtensions.SetSourceInputPort <AnimationPlayableOutput>(animationPlayableOutput, inputCount); } }
internal override Playable OnCreateClipPlayableGraph(PlayableGraph graph, GameObject go, IntervalTree <RuntimeElement> tree) { if (isSubTrack) { throw new InvalidOperationException("Nested animation tracks should never be asked to create a graph directly"); } List <AnimationTrack> flattenTracks = new List <AnimationTrack>(); if (CanCompileClips()) { flattenTracks.Add(this); } bool animatesRootTransform = AnimatesRootTransform(); foreach (var subTrack in GetChildTracks()) { var child = subTrack as AnimationTrack; if (child != null && child.CanCompileClips()) { animatesRootTransform |= child.AnimatesRootTransform(); flattenTracks.Add(child); } } // figure out which mode to apply AppliedOffsetMode mode = GetOffsetMode(go, animatesRootTransform); var layerMixer = CreateGroupMixer(graph, go, flattenTracks.Count); for (int c = 0; c < flattenTracks.Count; c++) { var compiledTrackPlayable = flattenTracks[c].inClipMode ? CompileTrackPlayable(graph, flattenTracks[c], go, tree, mode) : flattenTracks[c].CreateInfiniteTrackPlayable(graph, go, tree, mode); graph.Connect(compiledTrackPlayable, 0, layerMixer, c); layerMixer.SetInputWeight(c, flattenTracks[c].inClipMode ? 0 : 1); if (flattenTracks[c].applyAvatarMask && flattenTracks[c].avatarMask != null) { layerMixer.SetLayerMaskFromAvatarMask((uint)c, flattenTracks[c].avatarMask); } } Playable mixer = (Playable)layerMixer; #if UNITY_EDITOR if (!Application.isPlaying) { var motionXMixer = AnimationMixerPlayable.Create(graph, 2); var animator = GetBinding(go != null ? go.GetComponent <PlayableDirector>() : null); Playable blendDefault = Playable.Null; if (animator != null && animator.isHuman) { blendDefault = AnimationClipPlayable.Create(graph, GetDefaultHumanoidClip()); } else { blendDefault = AnimationPosePlayable.Create(graph); ((AnimationPosePlayable)blendDefault).SetReadDefaultPose(true); } var offsetPlayable = AnimationOffsetPlayable.Create(graph, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation), 1); graph.Connect(blendDefault, 0, offsetPlayable, 0); graph.Connect(layerMixer, 0, motionXMixer, 0); graph.Connect(offsetPlayable, 0, motionXMixer, 1); offsetPlayable.SetInputWeight(0, 1.0f); motionXMixer.SetInputWeight(1, 1.0f); motionXMixer.SetInputWeight(0, 0.0f); mixer = (Playable)motionXMixer; } #endif // motionX playable not required in scene offset mode, or root transform mode if (!RequiresMotionXPlayable(mode, go)) { return(mixer); } // If we are animating a root transform, add the motionX to delta playable as the root node var motionXToDelta = AnimationMotionXToDeltaPlayable.Create(graph); graph.Connect(mixer, 0, motionXToDelta, 0); motionXToDelta.SetInputWeight(0, 1.0f); motionXToDelta.SetAbsoluteMotion(UsesAbsoluteMotion(mode)); return(motionXToDelta); }