// STATIC CONSTRUCTORS: -------------------------------------------------------------------

        public static PlayableStateCharacter Create <TInput0, TOutput>(
            CharacterState stateAsset, AvatarMask avatarMask,
            CharacterAnimation character, int layer,
            double startTime, float fade, float speed, float weight,
            ref PlayableGraph graph, ref TInput0 input0, ref TOutput output)
            where TInput0 : struct, IPlayable
            where TOutput : struct, IPlayable
        {
            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, ref input0, ref input1, ref output);
            return(state);
        }
        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);
        }
示例#3
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        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);
        }
示例#4
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        public void SetState(CharacterState stateAsset, AvatarMask avatarMask,
                             float weight, float transition, float speed, int layer,
                             params PlayableGesture.Parameter[] parameters)
        {
            PlayableState prevPlayable;
            PlayableState nextPlayable;

            int insertIndex = this.GetSurroundingStates(layer,
                                                        out prevPlayable,
                                                        out nextPlayable
                                                        );

            if (prevPlayable == null && nextPlayable == null)
            {
                this.states.Add(PlayableStateCharacter.Create(
                                    stateAsset, avatarMask, this, layer,
                                    this.runtimeControllerPlayable.GetTime(),
                                    transition, speed, weight,
                                    ref this.graph,
                                    ref this.mixerStatesInput,
                                    ref this.mixerStatesOutput,
                                    parameters
                                    ));
            }
            else if (prevPlayable != null)
            {
                if (prevPlayable.Layer == layer)
                {
                    prevPlayable.StretchDuration(transition);
                }

                this.states.Insert(insertIndex, PlayableStateCharacter.CreateAfter(
                                       stateAsset, avatarMask, this, layer,
                                       this.runtimeControllerPlayable.GetTime(),
                                       transition, speed, weight,
                                       ref this.graph,
                                       prevPlayable,
                                       parameters
                                       ));
            }
            else if (nextPlayable != null)
            {
                this.states.Insert(insertIndex, PlayableStateCharacter.CreateBefore(
                                       stateAsset, avatarMask, this, layer,
                                       this.runtimeControllerPlayable.GetTime(),
                                       transition, speed, weight,
                                       ref this.graph,
                                       nextPlayable,
                                       parameters
                                       ));
            }
        }
示例#5
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        // STATIC CONSTRUCTORS: -------------------------------------------------------------------

        public static PlayableStateCharacter Create <TInput0, TOutput>(
            CharacterState stateAsset, AvatarMask avatarMask,
            CharacterAnimation character, int layer,
            double startTime, float fade, float speed, float weight,
            ref PlayableGraph graph, ref TInput0 input0, ref TOutput output,
            params PlayableGesture.Parameter[] parameters)
            where TInput0 : struct, IPlayable
            where TOutput : struct, IPlayable
        {
            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);
            }

            // Obsolete :-(
            // 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 input0, ref input1, ref output);
            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);
        }