public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { GameDebug.Log(string.Format("Convert DotsAnimStateController:{0}", this)); var settings = AnimSourceController.Settings.Default; settings.RootAnimSource = AnimSourceRoot; dstManager.AddComponentData(entity, settings); var rigDataBuffer = dstManager.AddBuffer <AnimSourceController.RigData>(entity); for (int i = 0; i < Rigs.Count; i++) { var rigData = new AnimSourceController.RigData { Rig = RigDefinitionAsset.ConvertRig(Rigs[i].Rig), MaxDist = Rigs[i].MaxDist, }; rigDataBuffer.Add(rigData); } var conversionSettings = conversionSystem.GetBuildConfigurationComponent <NetCodeConversionSettings>(); var server = conversionSettings != null ? conversionSettings.Target == NetcodeConversionTarget.Server : dstManager.World.GetExistingSystem <Unity.NetCode.ServerSimulationSystemGroup>() != null; var color = server ? Color.gray : Color.green; dstManager.AddComponentData(entity, new SkeletonRenderer { Color = color, }); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new AnimSource.Data()); var settings = new AnimSourceKnockBack.Settings { animShootPose = ClipBuilder.AnimationClipToDenseClip(animShootPose), animReferenceShootPose = ClipBuilder.AnimationClipToDenseClip(animReferenceShootPose), shootPoseMagnitude = shootPoseMagnitude, shootPoseEnterSpeed = shootPoseEnterSpeed, shootPoseExitSpeed = shootPoseExitSpeed, positionMultiplier = positionMultiplier, angleMultiplier = angleMultiplier, shootPoseEnter = shootPoseEnter.ToKeyframeCurveBlob(), shootPoseExit = shootPoseExit.ToKeyframeCurveBlob(), rigReference = RigDefinitionAsset.ConvertRig(RigReference), boneReferences = new AnimSourceKnockBack.BoneReferences { hipBoneIndex = boneReferences.hipBoneIndex }, }; dstManager.AddComponentData(entity, settings); dstManager.AddComponentData(entity, AnimSource.AllowWrite.Default); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new AnimSource.Data()); settings.rigReference = RigDefinitionAsset.ConvertRig(RigReferences); dstManager.AddComponentData(entity, settings); dstManager.AddComponentData(entity, AnimSource.AllowWrite.Default); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new AnimSource.Data()); settings.RigAsset = RigDefinitionAsset.ConvertRig(RigReference); settings.IkData.TargetOffset = RigidTransform.identity; dstManager.AddComponentData(entity, settings); dstManager.AddComponentData(entity, AnimSource.AllowWrite.Default); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new AnimSource.Data()); var settings = new AnimSourceTwist.Settings(); settings.rigReference = RigDefinitionAsset.ConvertRig(RigReference); settings.boneReferences = BoneReferences; settings.factors = Factors; settings.twistMult = invertTwist ? -1f : 1f; dstManager.AddComponentData(entity, settings); dstManager.AddComponentData(entity, AnimSource.AllowWrite.Default); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { GameDebug.Log(string.Format("Convert Item:{0}", this)); dstManager.AddComponentData(entity, Item.InputState.Default); AbilityCollectionAuthoring.AddAbilityComponents(entity, dstManager, conversionSystem, abilities); var runtimeBoneRef = RuntimeBoneReference.Default; runtimeBoneRef.ReferenceRig = RigDefinitionAsset.ConvertRig(attachBone2.RigAsset); runtimeBoneRef.BoneIndex = attachBone2.BoneIndex; RigAttacher.AddRigAttacher(entity, dstManager, runtimeBoneRef); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new AnimSource.Data()); var settings = new AnimSourceStandIK.Settings { animTurnAngle = animTurnAngle, FootIk = FootIk, boneReferences = boneReferences, rigReference = RigDefinitionAsset.ConvertRig(RigReferences), }; dstManager.AddComponentData(entity, settings); if (!dstManager.HasComponent <AnimSource.AllowWrite>(entity)) { dstManager.AddComponentData(entity, AnimSource.AllowWrite.Default); } }