Raccoon animation and scene changes #415
|
@ -38,6 +38,7 @@
|
|||
idleClip: 227450439
|
||||
runClip: 229125027
|
||||
pickUpClip: 219605278
|
||||
controlAniSys: true
|
||||
- EID: 1
|
||||
Name: Default
|
||||
IsActive: true
|
||||
|
@ -80,3 +81,4 @@
|
|||
idleClip: 0
|
||||
runClip: 0
|
||||
pickUpClip: 0
|
||||
controlAniSys: false
|
|
@ -13,6 +13,8 @@ namespace SHADE.Test
|
|||
private AnimationClipAsset runClip;
|
||||
[SerializeField]
|
||||
private AnimationClipAsset pickUpClip;
|
||||
[SerializeField]
|
||||
private bool controlAniSys = false;
|
||||
#endregion
|
||||
|
||||
#region Components
|
||||
|
@ -34,19 +36,30 @@ namespace SHADE.Test
|
|||
// Play animations
|
||||
if (Input.GetKeyUp(Input.KeyCode.Equals))
|
||||
{
|
||||
playFunc(fullClip);
|
||||
if (fullClip)
|
||||
playFunc(fullClip);
|
||||
}
|
||||
else if (Input.GetKeyUp(Input.KeyCode.Alpha1))
|
||||
{
|
||||
playFunc(idleClip);
|
||||
if (idleClip)
|
||||
playFunc(idleClip);
|
||||
}
|
||||
else if (Input.GetKeyUp(Input.KeyCode.Alpha2))
|
||||
{
|
||||
playFunc(runClip);
|
||||
if (runClip)
|
||||
playFunc(runClip);
|
||||
}
|
||||
else if (Input.GetKeyUp(Input.KeyCode.Alpha3))
|
||||
{
|
||||
playFunc(pickUpClip);
|
||||
if (pickUpClip)
|
||||
playFunc(pickUpClip);
|
||||
}
|
||||
|
||||
// Play and pause
|
||||
if (controlAniSys && Input.GetKeyUp(Input.KeyCode.Space))
|
||||
{
|
||||
AnimationSystem.TimeScale = AnimationSystem.TimeScale > 0.0f ? 0.0f
|
||||
: AnimationSystem.DefaultTimeScale;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
|
|
@ -32,6 +32,7 @@ namespace SHADE
|
|||
void SHAnimationSystem::UpdateRoutine::Execute(double dt) noexcept
|
||||
{
|
||||
auto& animators = SHComponentManager::GetDense<SHAnimatorComponent>();
|
||||
dt *= reinterpret_cast<SHAnimationSystem*>(system)->TimeScale;
|
||||
for (auto& animator : animators)
|
||||
{
|
||||
animator.Update(dt);
|
||||
|
|
|
@ -42,6 +42,23 @@ namespace SHADE
|
|||
void Execute(double dt) noexcept override final;
|
||||
};
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constants */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Default time scale used by the system.
|
||||
/// </summary>
|
||||
static constexpr double DEFAULT_TIME_SCALE = 1.0;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Public Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Used by the system to multiply the given delta time to scale the animation
|
||||
/// speed.
|
||||
/// </summary>
|
||||
double TimeScale = DEFAULT_TIME_SCALE;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -29,6 +29,17 @@ namespace SHADE
|
|||
/// </summary>
|
||||
public value struct AnimationClipAsset
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a AnimationClip is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(AnimationClipAsset asset);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
|
@ -57,16 +68,6 @@ namespace SHADE
|
|||
/// <param name="AnimationClipId">AssetID to the AnimationClip asset.</param>
|
||||
AnimationClipAsset(AssetID AnimationClipId);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a AnimationClip is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(AnimationClipAsset asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -28,7 +28,18 @@ namespace SHADE
|
|||
/// </summary>
|
||||
public value struct AnimationControllerAsset
|
||||
{
|
||||
internal:
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a AnimationController is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(AnimationControllerAsset asset);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -56,16 +67,6 @@ namespace SHADE
|
|||
/// <param name="AnimationControllerId">AssetID to the AnimationController asset.</param>
|
||||
AnimationControllerAsset(AssetID AnimationControllerId);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a AnimationController is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(AnimationControllerAsset asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -28,6 +28,17 @@ namespace SHADE
|
|||
/// </summary>
|
||||
public value struct AnimationRigAsset
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a AnimationRig is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(AnimationRigAsset asset);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
|
@ -56,16 +67,6 @@ namespace SHADE
|
|||
/// <param name="AnimationRigId">AssetID to the AnimationRig asset.</param>
|
||||
AnimationRigAsset(AssetID AnimationRigId);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a AnimationRig is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(AnimationRigAsset asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -28,6 +28,17 @@ namespace SHADE
|
|||
/// </summary>
|
||||
public value struct FontAsset
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Font is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(FontAsset asset);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
|
@ -56,16 +67,6 @@ namespace SHADE
|
|||
/// <param name="fontId">AssetID to the font asset.</param>
|
||||
FontAsset(AssetID fontId);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Font is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(FontAsset asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -28,6 +28,17 @@ namespace SHADE
|
|||
/// </summary>
|
||||
public value struct MaterialAsset
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Material is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(MaterialAsset asset);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
|
@ -56,16 +67,6 @@ namespace SHADE
|
|||
/// <param name="MaterialId">AssetID to the Material asset.</param>
|
||||
MaterialAsset(AssetID MaterialId);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Material is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(MaterialAsset asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -28,7 +28,18 @@ namespace SHADE
|
|||
/// </summary>
|
||||
public value struct MeshAsset
|
||||
{
|
||||
internal:
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Mesh is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(MeshAsset asset);
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -56,16 +67,6 @@ namespace SHADE
|
|||
/// <param name="meshId">AssetID to the Mesh asset.</param>
|
||||
MeshAsset(AssetID meshId);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Mesh is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(MeshAsset asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -0,0 +1,37 @@
|
|||
/************************************************************************************//*!
|
||||
\file AnimationSystem.cxx
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Mar 10, 2023
|
||||
\brief Contains the definition of the functions 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.
|
||||
*//*************************************************************************************/
|
||||
// Precompiled Headers
|
||||
#include "SHpch.h"
|
||||
// Primary Header
|
||||
#include "AnimationSystem.hxx"
|
||||
// External Dependencies
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
double AnimationSystem::TimeScale::get()
|
||||
{
|
||||
auto sys = SHSystemManager::GetSystem<SHAnimationSystem>();
|
||||
return sys->TimeScale;
|
||||
}
|
||||
void AnimationSystem::TimeScale::set(double value)
|
||||
{
|
||||
auto sys = SHSystemManager::GetSystem<SHAnimationSystem>();
|
||||
sys->TimeScale = value;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
/************************************************************************************//*!
|
||||
\file AnimationSystem.hxx
|
||||
\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);
|
||||
}
|
||||
};
|
||||
}
|
Loading…
Reference in New Issue