コード例 #1
0
        public OcclusionCullingData(VirtualSerializedFile file) :
            this(file.CreateAssetInfo(ClassIDType.OcclusionCullingData))
        {
            Name = nameof(OcclusionCullingData);

            file.AddAsset(this);
        }
コード例 #2
0
        public AnimatorStateTransition(VirtualSerializedFile file, AnimatorController controller, TransitionConstant transition) :
            base(file, ClassIDType.AnimatorStateTransition, controller, transition)
        {
            TransitionDuration  = transition.TransitionDuration;
            TransitionOffset    = transition.TransitionOffset;
            ExitTime            = transition.GetExitTime(controller.File.Version);
            HasExitTime         = transition.GetHasExitTime(controller.File.Version);
            HasFixedDuration    = transition.GetHasFixedDuration(controller.File.Version);;
            InterruptionSource  = transition.GetInterruptionSource(controller.File.Version);
            OrderedInterruption = transition.OrderedInterruption;
            CanTransitionToSelf = transition.CanTransitionToSelf;

            file.AddAsset(this);
        }
コード例 #3
0
ファイル: AnimatorState.cs プロジェクト: Hengle/UtinyRipper-1
        public AnimatorState(VirtualSerializedFile file, AnimatorController controller, int stateMachineIndex, int stateIndex, Vector3f position) :
            base(file.CreateAssetInfo(ClassIDType.AnimatorState))
        {
            ObjectHideFlags = 1;

            IReadOnlyDictionary <uint, string> TOS = controller.TOS;
            StateMachineConstant stateMachine      = controller.Controller.StateMachineArray[stateMachineIndex].Instance;
            StateConstant        state             = stateMachine.StateConstantArray[stateIndex].Instance;

            Name = TOS[state.NameID];

            Speed       = state.Speed;
            CycleOffset = state.CycleOffset;

            m_transitions = new PPtr <AnimatorStateTransition> [state.TransitionConstantArray.Count];
            for (int i = 0; i < state.TransitionConstantArray.Count; i++)
            {
                TransitionConstant      transitionConstant = state.TransitionConstantArray[i].Instance;
                AnimatorStateTransition transition         = new AnimatorStateTransition(file, controller, transitionConstant);
                m_transitions[i] = PPtr <AnimatorStateTransition> .CreateVirtualPointer(transition);
            }

            m_stateMachineBehaviours = controller.GetStateBeahviours(stateMachineIndex, stateIndex);
            Position                   = position;
            IKOnFeet                   = state.IKOnFeet;
            WriteDefaultValues         = state.GetWriteDefaultValues(controller.File.Version);
            Mirror                     = state.Mirror;
            SpeedParameterActive       = state.SpeedParamID > 0;
            MirrorParameterActive      = state.MirrorParamID > 0;
            CycleOffsetParameterActive = state.CycleOffsetParamID > 0;
            TimeParameterActive        = state.TimeParamID > 0;

            Motion = state.CreateMotion(file, controller, 0);

            Tag                  = TOS[state.TagID];
            SpeedParameter       = TOS[state.SpeedParamID];
            MirrorParameter      = TOS[state.MirrorParamID];
            CycleOffsetParameter = TOS[state.CycleOffsetParamID];
            TimeParameter        = TOS[state.TimeParamID];

            file.AddAsset(this);
        }
コード例 #4
0
        public BlendTree(VirtualSerializedFile file, AnimatorController controller, StateConstant state, int nodeIndex) :
            base(file.CreateAssetInfo(ClassIDType.BlendTree))
        {
            BlendTreeNodeConstant node = state.GetBlendTree().NodeArray[nodeIndex].Instance;

            ObjectHideFlags = 1;
            Name            = nameof(BlendTree);

            m_childs = new ChildMotion[node.ChildIndices.Count];
            for (int i = 0; i < node.ChildIndices.Count; i++)
            {
                m_childs[i] = new ChildMotion(file, controller, state, nodeIndex, i);
            }

            BlendParameter         = node.BlendEventID == uint.MaxValue ? string.Empty : controller.TOS[node.BlendEventID];
            BlendParameterY        = node.BlendEventYID == uint.MaxValue ? string.Empty : controller.TOS[node.BlendEventYID];
            MinThreshold           = node.GetMinThreshold(controller.File.Version);
            MaxThreshold           = node.GetMaxThreshold(controller.File.Version);
            UseAutomaticThresholds = false;
            NormalizedBlendValues  = node.BlendDirectData.Instance.NormalizedBlendValues;
            BlendType = node.BlendType;

            file.AddAsset(this);
        }
コード例 #5
0
        public AnimatorStateMachine(VirtualSerializedFile file, AnimatorController controller, int stateMachineIndex) :
            base(file.CreateAssetInfo(ClassIDType.AnimatorStateMachine))
        {
            ObjectHideFlags = 1;

            LayerConstant layer = controller.Controller.GetLayerByStateMachineIndex(stateMachineIndex);

            Name = controller.TOS[layer.Binding];

            StateMachineConstant stateMachine = controller.Controller.StateMachineArray[stateMachineIndex].Instance;

            int stateCount        = stateMachine.StateConstantArray.Count;
            int stateMachineCount = 0;
            int count             = stateCount + stateMachineCount;
            int side = (int)Math.Ceiling(Math.Sqrt(count));

            List <AnimatorState> states = new List <AnimatorState>();

            m_childStates = new ChildAnimatorState[stateCount];
            for (int y = 0, stateIndex = 0; y < side && stateIndex < stateCount; y++)
            {
                for (int x = 0; x < side && stateIndex < stateCount; x++, stateIndex++)
                {
                    Vector3f           position   = new Vector3f(x * StateOffset, y * StateOffset, 0.0f);
                    AnimatorState      state      = new AnimatorState(file, controller, stateMachineIndex, stateIndex, position);
                    ChildAnimatorState childState = new ChildAnimatorState(state, position);
                    m_childStates[stateIndex] = childState;
                    states.Add(state);
                }
            }
            m_childStateMachines = new ChildAnimatorStateMachine[stateMachineCount];

            // set destination state for transitions here because all states has become valid only now
            for (int i = 0; i < stateMachine.StateConstantArray.Count; i++)
            {
                AnimatorState state         = states[i];
                StateConstant stateConstant = stateMachine.StateConstantArray[i].Instance;
                for (int j = 0; j < stateConstant.TransitionConstantArray.Count; j++)
                {
                    long stateTransitionPath                   = state.Transitions[j].PathID;
                    AnimatorStateTransition transition         = (AnimatorStateTransition)file.GetAsset(stateTransitionPath);
                    TransitionConstant      transitionConstant = stateConstant.TransitionConstantArray[j].Instance;
                    if (!transitionConstant.IsExit)
                    {
                        AnimatorState destState = states[transitionConstant.DestinationState];
                        transition.DstState = PPtr <AnimatorState> .CreateVirtualPointer(destState);
                    }
                }
            }

            m_anyStateTransitions = new PPtr <AnimatorStateTransition> [stateMachine.AnyStateTransitionConstantArray.Count];
            for (int i = 0; i < stateMachine.AnyStateTransitionConstantArray.Count; i++)
            {
                TransitionConstant      transitionConstant = stateMachine.AnyStateTransitionConstantArray[i].Instance;
                AnimatorStateTransition transition         = new AnimatorStateTransition(file, controller, transitionConstant, states);
                m_anyStateTransitions[i] = PPtr <AnimatorStateTransition> .CreateVirtualPointer(transition);
            }

            m_entryTransitions       = stateMachine.GetEntryTransitions(file, controller, layer.Binding, states);
            m_stateMachineBehaviours = new PPtr <MonoBehaviour> [0];

            AnyStatePosition           = new Vector3f(0.0f, -StateOffset, 0.0f);
            EntryPosition              = new Vector3f(StateOffset, -StateOffset, 0.0f);
            ExitPosition               = new Vector3f(2.0f * StateOffset, -StateOffset, 0.0f);
            ParentStateMachinePosition = new Vector3f(0.0f, -2.0f * StateOffset, 0.0f);

            DefaultState = ChildStates.Count > 0 ? ChildStates[stateMachine.DefaultState].State : default;

            file.AddAsset(this);
        }
コード例 #6
0
 public AnimatorTransition(VirtualSerializedFile file, AnimatorController controller, SelectorTransitionConstant transition) :
     base(file, ClassIDType.AnimatorTransition, controller, transition)
 {
     file.AddAsset(this);
 }