public static PlayableStateCharacter CreateBefore( CharacterState stateAsset, AvatarMask avatarMask, CharacterAnimation character, int layer, double startTime, float fade, float speed, float weight, ref PlayableGraph graph, PlayableBase next) { PlayableStateCharacter state = new PlayableStateCharacter( stateAsset, avatarMask, character, layer, fade, speed, weight ); AnimatorControllerPlayable input1 = AnimatorControllerPlayable.Create( graph, stateAsset.GetRuntimeAnimatorController() ); if (stateAsset.enterClip != null) { float offsetTime = Mathf.Max(0.15f, fade); input1.SetDelay(offsetTime); } input1.SetTime(startTime); input1.SetSpeed(speed); state.Setup(ref graph, ref input1, next); return(state); }
public static PlayableGestureRTC CreateAfter( RuntimeAnimatorController rtc, AvatarMask avatarMask, float fadeIn, float fadeOut, float speed, ref PlayableGraph graph, PlayableBase previous, params Parameter[] parameters) { PlayableGestureRTC gesture = new PlayableGestureRTC( rtc, avatarMask, fadeIn, fadeOut, speed ); AnimatorControllerPlayable input1 = AnimatorControllerPlayable.Create(graph, rtc); foreach (Parameter parameter in parameters) { input1.SetFloat(parameter.id, parameter.value); } float duration = 0f; foreach (AnimationClip clip in rtc.animationClips) { duration = Mathf.Max(duration, clip.length); } input1.SetTime(0f); input1.SetSpeed(speed); input1.SetDuration(duration); gesture.Setup(ref graph, previous, ref input1); return(gesture); }
public static PlayableStateRTC CreateBefore( RuntimeAnimatorController runtimeController, AvatarMask avatarMask, int layer, double startTime, float fade, float speed, float weight, ref PlayableGraph graph, PlayableBase next, params PlayableGesture.Parameter[] parameters) { PlayableStateRTC state = new PlayableStateRTC( avatarMask, layer, fade, speed, weight ); AnimatorControllerPlayable input1 = AnimatorControllerPlayable.Create( graph, runtimeController ); foreach (PlayableGesture.Parameter parameter in parameters) { input1.SetFloat(parameter.id, parameter.value); } input1.SetTime(startTime); input1.SetSpeed(speed); state.Setup(ref graph, ref input1, next); return(state); }
public static PlayableStateCharacter CreateAfter( CharacterState stateAsset, AvatarMask avatarMask, CharacterAnimation character, int layer, double startTime, float fade, float speed, float weight, ref PlayableGraph graph, PlayableBase previous, params PlayableGesture.Parameter[] parameters) { PlayableStateCharacter state = new PlayableStateCharacter( stateAsset, avatarMask, character, layer, fade, speed, weight ); AnimatorControllerPlayable input1 = AnimatorControllerPlayable.Create( graph, stateAsset.GetRuntimeAnimatorController() ); foreach (PlayableGesture.Parameter parameter in parameters) { input1.SetFloat(parameter.id, parameter.value); } if (stateAsset.enterClip != null) { float offsetTime = Mathf.Max(0.15f, fade); input1.SetDelay(offsetTime); } input1.SetTime(startTime); input1.SetSpeed(speed); state.Setup(ref graph, previous, ref input1); return(state); }
protected void Setup <TInput1>( ref PlayableGraph graph, ref TInput1 input1, PlayableBase next) where TInput1 : struct, IPlayable { Playable input0 = next.Input0; Playable output = next.Mixer; output.DisconnectInput(0); this.SetupMixer(ref graph, ref input0, ref input1, ref output); }
protected void Setup <TInput1>( ref PlayableGraph graph, PlayableBase previous, ref TInput1 input1) where TInput1 : struct, IPlayable { Playable input0 = previous.Mixer; Playable output = previous.Output; previous.Output.DisconnectInput(0); this.SetupMixer(ref graph, ref input0, ref input1, ref output); }
public static PlayableState CreateBefore( AnimationClip animationClip, AvatarMask avatarMask, int layer, double startTime, float fade, float speed, float weight, ref PlayableGraph graph, PlayableBase next) { PlayableStateClip state = new PlayableStateClip( animationClip, avatarMask, layer, fade, speed, weight ); AnimationClipPlayable input1 = AnimationClipPlayable.Create(graph, animationClip); input1.SetTime(startTime); input1.SetSpeed(speed); state.Setup(ref graph, ref input1, next); return(state); }
public static PlayableGesture CreateAfter( AnimationClip animationClip, AvatarMask avatarMask, float fadeIn, float fadeOut, float speed, ref PlayableGraph graph, PlayableBase previous) { PlayableGesture gesture = new PlayableGesture( animationClip, avatarMask, fadeIn, fadeOut, speed ); AnimationClipPlayable input1 = AnimationClipPlayable.Create(graph, animationClip); input1.SetTime(0f); input1.SetSpeed(speed); input1.SetDuration(animationClip.length); gesture.Setup(ref graph, previous, ref input1); return(gesture); }
public static PlayableStateRTC CreateBefore( RuntimeAnimatorController runtimeController, AvatarMask avatarMask, int layer, double startTime, float fade, float speed, float weight, ref PlayableGraph graph, PlayableBase next) { PlayableStateRTC state = new PlayableStateRTC( avatarMask, layer, fade, speed, weight ); AnimatorControllerPlayable input1 = AnimatorControllerPlayable.Create( graph, runtimeController ); input1.SetTime(startTime); input1.SetSpeed(speed); state.Setup(ref graph, ref input1, next); return(state); }
public static PlayableStateCharacter CreateAfter( CharacterState stateAsset, AvatarMask avatarMask, CharacterAnimation character, int layer, double startTime, float fade, float speed, float weight, ref PlayableGraph graph, PlayableBase previous) { PlayableStateCharacter state = new PlayableStateCharacter( stateAsset, avatarMask, character, layer, fade, speed, weight ); AnimatorControllerPlayable input1 = AnimatorControllerPlayable.Create( graph, stateAsset.GetRuntimeAnimatorController() ); input1.SetTime(startTime); input1.SetSpeed(speed); state.Setup(ref graph, previous, ref input1); return(state); }