Add Animator As Code

This commit is contained in:
Haï~
2022-02-27 20:16:34 +01:00
parent 16199f7614
commit 58c51926a7
47 changed files with 18297 additions and 0 deletions
+55
View File
@@ -0,0 +1,55 @@
using System.Linq;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
using UnityEditor;
using UnityEditor.Animations;
namespace AnimatorAsCodeFramework.Examples
{
public class GenExample2_Animate : MonoBehaviour
{
public VRCAvatarDescriptor avatar;
public AnimatorController assetContainer;
public string assetKey;
public SkinnedMeshRenderer wedgeMesh;
}
[CustomEditor(typeof(GenExample2_Animate), true)]
public class GenExample1_BlushEditor : Editor
{
private const string SystemName = "Example 2";
public override void OnInspectorGUI()
{
AacExample.InspectorTemplate(this, serializedObject, "assetKey", Create, Remove);
}
private void Create()
{
var my = (GenExample2_Animate) target;
var aac = AacExample.AnimatorAsCode(SystemName, my.avatar, my.assetContainer, my.assetKey);
var fx = aac.CreateMainFxLayer();
fx.NewState("Motion")
.WithAnimation(aac.NewClip().Animating(clip =>
{
clip.Animates(my.wedgeMesh, "blendShape.Wedge").WithFrameCountUnit(keyframes =>
keyframes.Easing(0, 100f).Easing(28, 0).Easing(29, 0).Easing(30, 0).Easing(31, 0).Easing(32, 0).Easing(60, 100f)
);
clip.Animates(my.wedgeMesh, "material._Metallic").WithFrameCountUnit(keyframes =>
keyframes.Constant(0, 1f).Constant(28, 0).Constant(60, 0)
);
}))
.MotionTime(fx.FloatParameter("WedgeAmount"));
}
private void Remove()
{
var my = (GenExample2_Animate) target;
var aac = AacExample.AnimatorAsCode(SystemName, my.avatar, my.assetContainer, my.assetKey);
aac.RemoveAllMainLayers();
}
}
}