Raccoon animation and scene changes #415
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@ -38,6 +38,7 @@
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idleClip: 227450439
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runClip: 229125027
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pickUpClip: 219605278
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controlAniSys: true
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- EID: 1
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Name: Default
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IsActive: true
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@ -79,4 +80,5 @@
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fullClip: 231416496
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idleClip: 0
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runClip: 0
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pickUpClip: 0
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pickUpClip: 0
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controlAniSys: false
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@ -13,6 +13,8 @@ namespace SHADE.Test
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private AnimationClipAsset runClip;
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[SerializeField]
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private AnimationClipAsset pickUpClip;
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[SerializeField]
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private bool controlAniSys = false;
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#endregion
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#region Components
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@ -34,19 +36,30 @@ namespace SHADE.Test
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// Play animations
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if (Input.GetKeyUp(Input.KeyCode.Equals))
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{
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playFunc(fullClip);
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if (fullClip)
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playFunc(fullClip);
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}
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else if (Input.GetKeyUp(Input.KeyCode.Alpha1))
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{
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playFunc(idleClip);
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if (idleClip)
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playFunc(idleClip);
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}
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else if (Input.GetKeyUp(Input.KeyCode.Alpha2))
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{
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playFunc(runClip);
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if (runClip)
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playFunc(runClip);
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}
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else if (Input.GetKeyUp(Input.KeyCode.Alpha3))
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{
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playFunc(pickUpClip);
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if (pickUpClip)
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playFunc(pickUpClip);
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}
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// Play and pause
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if (controlAniSys && Input.GetKeyUp(Input.KeyCode.Space))
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{
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AnimationSystem.TimeScale = AnimationSystem.TimeScale > 0.0f ? 0.0f
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: AnimationSystem.DefaultTimeScale;
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}
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}
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#endregion
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@ -32,6 +32,7 @@ namespace SHADE
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void SHAnimationSystem::UpdateRoutine::Execute(double dt) noexcept
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{
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auto& animators = SHComponentManager::GetDense<SHAnimatorComponent>();
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dt *= reinterpret_cast<SHAnimationSystem*>(system)->TimeScale;
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for (auto& animator : animators)
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{
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animator.Update(dt);
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@ -42,6 +42,23 @@ namespace SHADE
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void Execute(double dt) noexcept override final;
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};
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/*---------------------------------------------------------------------------------*/
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/* Constants */
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/*---------------------------------------------------------------------------------*/
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/// <summary>
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/// Default time scale used by the system.
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/// </summary>
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static constexpr double DEFAULT_TIME_SCALE = 1.0;
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/*---------------------------------------------------------------------------------*/
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/* Public Data Members */
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/*---------------------------------------------------------------------------------*/
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/// <summary>
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/// Used by the system to multiply the given delta time to scale the animation
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/// speed.
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/// </summary>
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double TimeScale = DEFAULT_TIME_SCALE;
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/*---------------------------------------------------------------------------------*/
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/* Constructors */
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/*---------------------------------------------------------------------------------*/
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@ -29,6 +29,17 @@ namespace SHADE
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/// </summary>
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public value struct AnimationClipAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationClip is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationClipAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -57,16 +68,6 @@ namespace SHADE
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/// <param name="AnimationClipId">AssetID to the AnimationClip asset.</param>
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AnimationClipAsset(AssetID AnimationClipId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationClip is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationClipAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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@ -28,7 +28,18 @@ namespace SHADE
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/// </summary>
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public value struct AnimationControllerAsset
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{
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internal:
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationController is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationControllerAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="AnimationControllerId">AssetID to the AnimationController asset.</param>
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AnimationControllerAsset(AssetID AnimationControllerId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationController is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationControllerAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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@ -28,6 +28,17 @@ namespace SHADE
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/// </summary>
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public value struct AnimationRigAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationRig is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationRigAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="AnimationRigId">AssetID to the AnimationRig asset.</param>
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AnimationRigAsset(AssetID AnimationRigId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationRig is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationRigAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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|
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@ -28,6 +28,17 @@ namespace SHADE
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/// </summary>
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public value struct FontAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Font is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(FontAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="fontId">AssetID to the font asset.</param>
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FontAsset(AssetID fontId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Font is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(FontAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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@ -28,6 +28,17 @@ namespace SHADE
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/// </summary>
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public value struct MaterialAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Material is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(MaterialAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="MaterialId">AssetID to the Material asset.</param>
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MaterialAsset(AssetID MaterialId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Material is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(MaterialAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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|
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@ -28,7 +28,18 @@ namespace SHADE
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/// </summary>
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public value struct MeshAsset
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{
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internal:
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public:
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/*-----------------------------------------------------------------------------*/
|
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/* Operator Overloads */
|
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/*-----------------------------------------------------------------------------*/
|
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/// <summary>
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/// Implicit conversion operator to enable checking if a Mesh is valid.
|
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(MeshAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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|
@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="meshId">AssetID to the Mesh asset.</param>
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MeshAsset(AssetID meshId);
|
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|
||||
/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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||||
/*-----------------------------------------------------------------------------*/
|
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/// <summary>
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/// Implicit conversion operator to enable checking if a Mesh is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(MeshAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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|
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@ -0,0 +1,37 @@
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/************************************************************************************//*!
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\file AnimationSystem.cxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Mar 10, 2023
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\brief Contains the definition of the functions of the managed AnimationSystem
|
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static class.
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Note: This file is written in C++17/CLI.
|
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|
||||
Copyright (C) 2023 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
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// Precompiled Headers
|
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#include "SHpch.h"
|
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// Primary Header
|
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#include "AnimationSystem.hxx"
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// External Dependencies
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#include "ECS_Base/Managers/SHSystemManager.h"
|
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|
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namespace SHADE
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{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
double AnimationSystem::TimeScale::get()
|
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{
|
||||
auto sys = SHSystemManager::GetSystem<SHAnimationSystem>();
|
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return sys->TimeScale;
|
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}
|
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void AnimationSystem::TimeScale::set(double value)
|
||||
{
|
||||
auto sys = SHSystemManager::GetSystem<SHAnimationSystem>();
|
||||
sys->TimeScale = value;
|
||||
}
|
||||
}
|
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@ -0,0 +1,47 @@
|
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/************************************************************************************//*!
|
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\file AnimationSystem.hxx
|
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\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Mar 10, 2023
|
||||
\brief Contains the definition of the managed AnimationSystem static class.
|
||||
|
||||
Note: This file is written in C++17/CLI.
|
||||
|
||||
Copyright (C) 2023 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include "Animation/SHAnimationSystem.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/// <summary>
|
||||
/// Static class for interfacing with the animation system.
|
||||
/// </summary>
|
||||
public ref class AnimationSystem abstract sealed
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constants */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Default time scale used by the system.
|
||||
/// </summary>
|
||||
literal double DefaultTimeScale = SHAnimationSystem::DEFAULT_TIME_SCALE;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Used by the system to multiply the given delta time to scale the animation
|
||||
/// speed.
|
||||
/// </summary>
|
||||
static property double TimeScale
|
||||
{
|
||||
double get();
|
||||
void set(double value);
|
||||
}
|
||||
};
|
||||
}
|
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