Added Feel plugin

This commit is contained in:
journaliciouz
2025-12-11 14:49:16 +01:00
parent 97dce4aaf6
commit 1942a531d4
2820 changed files with 257786 additions and 9 deletions

View File

@@ -0,0 +1,57 @@
using UnityEngine;
using System.Collections;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this script to an animation in Mecanim and you'll be able to control its start position and speed
/// </summary>
[AddComponentMenu("More Mountains/Tools/Animation/MM Animation Modifier")]
public class MMAnimationModifier : StateMachineBehaviour
{
[MMVectorAttribute("Min", "Max")]
/// the min and max values for the start position of the animation (between 0 and 1)
public Vector2 StartPosition = new Vector2(0, 0);
[MMVectorAttribute("Min", "Max")]
/// the min and max values for the animation speed (1 is normal)
public Vector2 AnimationSpeed = new Vector2(1, 1);
protected bool _enteredState = false;
protected float _initialSpeed;
/// <summary>
/// On state enter, we modify our speed and start position
/// </summary>
/// <param name="animator"></param>
/// <param name="stateInfo"></param>
/// <param name="layerIndex"></param>
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
base.OnStateEnter(animator, stateInfo, layerIndex);
// handle speed
_initialSpeed = animator.speed;
animator.speed = Random.Range(AnimationSpeed.x, AnimationSpeed.y);
// handle start position
if (!_enteredState)
{
animator.Play(stateInfo.fullPathHash, layerIndex, Random.Range(StartPosition.x, StartPosition.y));
}
_enteredState = !_enteredState;
}
/// <summary>
/// On state exit, we restore our speed
/// </summary>
/// <param name="animator"></param>
/// <param name="stateInfo"></param>
/// <param name="layerIndex"></param>
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
base.OnStateExit(animator, stateInfo, layerIndex);
animator.speed = _initialSpeed;
}
}
}

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 6ba4bd496d6656d4da1541ce7071ed10
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 183370
packageName: Feel
packageVersion: 5.9.1
assetPath: Assets/Feel/MMTools/Foundation/MMAnimation/MMAnimationModifier.cs
uploadId: 830868

View File

@@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// A helper class that will hash a animation parameter and update it on demand
/// </summary>
[AddComponentMenu("More Mountains/Tools/Animation/MM Animation Parameter")]
public class MMAnimationParameter : MonoBehaviour
{
/// the name of the animation parameter to hash
public string ParameterName;
/// the animator to update
public Animator TargetAnimator;
protected int _parameter;
/// <summary>
/// On awake we initialize our class
/// </summary>
protected virtual void Awake()
{
Initialization();
}
/// <summary>
/// Hashes the parameter name into an int
/// </summary>
protected virtual void Initialization()
{
_parameter = Animator.StringToHash(ParameterName);
}
/// <summary>
/// Sets the trigger of the specified name
/// </summary>
public virtual void SetTrigger()
{
TargetAnimator.SetTrigger(_parameter);
}
/// <summary>
/// Sets the int of the specified name to the specified value
/// </summary>
public virtual void SetInt(int value)
{
TargetAnimator.SetInteger(_parameter, value);
}
/// <summary>
/// Sets the float of the specified name to the specified value
/// </summary>
public virtual void SetFloat(float value)
{
TargetAnimator.SetFloat(_parameter, value);
}
/// <summary>
/// Sets the bool of the specified name to the specified value
/// </summary>
public virtual void SetBool(bool value)
{
TargetAnimator.SetBool(_parameter, value);
}
}
}

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 5451e999c8f9dfb41aa3b2894ffc3d60
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 183370
packageName: Feel
packageVersion: 5.9.1
assetPath: Assets/Feel/MMTools/Foundation/MMAnimation/MMAnimationParameter.cs
uploadId: 830868

View File

@@ -0,0 +1,133 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// This class will let you mirror the behaviour of an Animator's parameters on a Source Animator onto the ones of a Target Animator.
/// Target will mirror Source.
/// Only the parameters existing on both Target and Source will be considered, you'll need to have the same on both before entering runtime.
/// </summary>
public class MMAnimatorMirror : MonoBehaviour
{
/// a struct used to store bindings
public struct MMAnimatorMirrorBind
{
public int ParameterHash;
public AnimatorControllerParameterType ParameterType;
}
[Header("Bindings")]
/// the animator to mirror
public Animator SourceAnimator;
/// the animator to mirror to
public Animator TargetAnimator;
protected AnimatorControllerParameter[] _sourceParameters;
protected AnimatorControllerParameter[] _targetParameters;
protected List<MMAnimatorMirrorBind> _updateParameters;
/// <summary>
/// On Awake we initialize
/// </summary>
protected virtual void Awake()
{
Initialization();
}
/// <summary>
/// Stores animation parameters hashes
/// </summary>
public virtual void Initialization()
{
if (TargetAnimator == null)
{
TargetAnimator = this.gameObject.GetComponent<Animator>();
}
if ((TargetAnimator == null) || (SourceAnimator == null))
{
return;
}
// we store our source parameters
int numberOfParameters = SourceAnimator.parameterCount;
_sourceParameters = new AnimatorControllerParameter[numberOfParameters];
for (int i = 0; i < numberOfParameters; i++)
{
_sourceParameters[i] = SourceAnimator.GetParameter(i);
}
// we store our target parameters
numberOfParameters = TargetAnimator.parameterCount;
_targetParameters = new AnimatorControllerParameter[numberOfParameters];
for (int i = 0; i < numberOfParameters; i++)
{
_targetParameters[i] = TargetAnimator.GetParameter(i);
}
// we store our matching parameters
_updateParameters = new List<MMAnimatorMirrorBind>();
foreach (AnimatorControllerParameter sourceParam in _sourceParameters)
{
foreach (AnimatorControllerParameter targetParam in _targetParameters)
{
if (sourceParam.name == targetParam.name)
{
MMAnimatorMirrorBind bind = new MMAnimatorMirrorBind();
bind.ParameterHash = sourceParam.nameHash;
bind.ParameterType = sourceParam.type;
_updateParameters.Add(bind);
}
}
}
}
/// <summary>
/// On Update we mirror our behaviours
/// </summary>
protected virtual void Update()
{
Mirror();
}
/// <summary>
/// Copies animation parameter states from one animator to the other
/// </summary>
protected virtual void Mirror()
{
if ((TargetAnimator == null) || (SourceAnimator == null))
{
return;
}
foreach (MMAnimatorMirrorBind bind in _updateParameters)
{
switch (bind.ParameterType)
{
case AnimatorControllerParameterType.Bool:
TargetAnimator.SetBool(bind.ParameterHash, SourceAnimator.GetBool(bind.ParameterHash));
break;
case AnimatorControllerParameterType.Float:
TargetAnimator.SetFloat(bind.ParameterHash, SourceAnimator.GetFloat(bind.ParameterHash));
break;
case AnimatorControllerParameterType.Int:
TargetAnimator.SetInteger(bind.ParameterHash, SourceAnimator.GetInteger(bind.ParameterHash));
break;
case AnimatorControllerParameterType.Trigger:
if (SourceAnimator.GetBool(bind.ParameterHash))
{
TargetAnimator.SetTrigger(bind.ParameterHash);
}
else
{
TargetAnimator.ResetTrigger(bind.ParameterHash);
}
break;
}
}
}
}
}

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: e5d1374627ebc7d4491c7eb256713f69
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 183370
packageName: Feel
packageVersion: 5.9.1
assetPath: Assets/Feel/MMTools/Foundation/MMAnimation/MMAnimatorMirror.cs
uploadId: 830868

View File

@@ -0,0 +1,74 @@
using UnityEngine;
using System.Collections;
namespace MoreMountains.Tools
{
/// <summary>
/// Use this class to offset an animation by a random range
/// </summary>
[RequireComponent(typeof(Animator))]
[AddComponentMenu("More Mountains/Tools/Animation/MM Offset Animation")]
public class MMOffsetAnimation : MonoBehaviour
{
/// the minimum amount (in seconds) by which to offset the animation
public float MinimumRandomRange = 0f;
/// the maximum amount (in seconds) by which to offset the animation
public float MaximumRandomRange = 1f;
/// the layer to affect
public int AnimationLayerID = 0;
/// whether or not to apply that offset on Start
public bool OffsetOnStart = true;
/// whether or not to offset animation on enable
public bool OffsetOnEnable = false;
/// whether or not to self disable after offsetting
public bool DisableAfterOffset = true;
protected Animator _animator;
protected AnimatorStateInfo _stateInfo;
/// <summary>
/// On awake we store our animator
/// </summary>
protected virtual void Awake()
{
_animator = this.gameObject.GetComponent<Animator>();
}
/// <summary>
/// On Start we offset our animation
/// </summary>
protected virtual void Start()
{
if (!OffsetOnStart)
{
return;
}
OffsetCurrentAnimation();
}
/// <summary>
/// On Enable we offset our animation if needed
/// </summary>
protected virtual void OnEnable()
{
if (!OffsetOnEnable)
{
return;
}
OffsetCurrentAnimation();
}
/// <summary>
/// offsets the target animation
/// </summary>
public virtual void OffsetCurrentAnimation()
{
_stateInfo = _animator.GetCurrentAnimatorStateInfo(AnimationLayerID);
_animator.Play(_stateInfo.fullPathHash, -1, Random.Range(MinimumRandomRange, MaximumRandomRange));
if (DisableAfterOffset)
{
this.enabled = false;
}
}
}
}

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 9c77c6d59898ea34989b338214db7de1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 183370
packageName: Feel
packageVersion: 5.9.1
assetPath: Assets/Feel/MMTools/Foundation/MMAnimation/MMOffsetAnimation.cs
uploadId: 830868

View File

@@ -0,0 +1,326 @@
using UnityEngine;
using System.Collections.Generic;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to store ragdoll body parts informations
/// </summary>
public class RagdollBodyPart
{
public Transform BodyPartTransform;
public Vector3 StoredPosition;
public Quaternion StoredRotation;
}
/// <summary>
/// Use this class to pilot a ragdoll on a character that is usually driven by an animator and have it fall elegantly
/// If you have parts of your ragdoll that you don't want to be affected by this script (a weapon for example), just add a MMRagdollerIgnore component to them
/// </summary>
[AddComponentMenu("More Mountains/Tools/Animation/MM Ragdoller")]
public class MMRagdoller : MonoBehaviour
{
/// <summary>
/// The possible states of the ragdoll :
/// - animated : driven by an animator controller, rigidbodies asleep
/// - ragdolling : full ragdoll mode, purely physics driven
/// - blending : transitioning between ragdolling and animated
/// </summary>
public enum RagdollStates
{
Animated,
Ragdolling,
Blending
}
[Header("Ragdoll")]
/// the current state of the ragdoll
public RagdollStates CurrentState = RagdollStates.Animated;
/// the duration in seconds it takes to blend from Ragdolling to Animated
public float RagdollToMecanimBlendDuration = 0.5f;
[Header("Rigidbodies")]
/// The rigidbody attached to the main body part of the ragdoll (usually the Pelvis)
public Rigidbody MainRigidbody;
/// if this is true, all rigidbodies will be forced to sleep every frame
public bool ForceSleep = true;
/// whether or not blending will occur when going from ragdolling to animated
public bool AllowBlending = true;
protected float _mecanimToGetUpTransitionTime = 0.05f;
protected float _ragdollingEndTimestamp = -float.MaxValue;
protected Vector3 _ragdolledHipPosition;
protected Vector3 _ragdolledHeadPosition;
protected Vector3 _ragdolledFeetPosition;
protected List<RagdollBodyPart> _bodyparts = new List<RagdollBodyPart>();
protected Animator _animator;
protected List<Component> _rigidbodiesTempList;
protected Component[] _rigidbodies;
protected HashSet<int> _animatorParameters;
protected const string _getUpFromBackAnimationParameterName = "GetUpFromBack";
protected int _getUpFromBackAnimationParameter;
protected const string _getUpFromBellyAnimationParameterName = "GetUpFromBelly";
protected int _getUpFromBellyAnimationParameter;
protected bool _initialized = false;
/// <summary>
/// Use this to get the current state of the ragdoll or to set a new one
/// </summary>
public bool Ragdolling
{
get
{
// if we're not animated, we're ragdolling
return CurrentState != RagdollStates.Animated;
}
set
{
if (value == true)
{
// if we're
if (CurrentState == RagdollStates.Animated)
{
SetIsKinematic(false);
_animator.enabled = false;
CurrentState = RagdollStates.Ragdolling;
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBackAnimationParameter, false, _animatorParameters);
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBellyAnimationParameter, false, _animatorParameters);
}
}
else
{
if (CurrentState == RagdollStates.Ragdolling)
{
SetIsKinematic(true);
_ragdollingEndTimestamp = Time.time;
_animator.enabled = true;
CurrentState = AllowBlending ? RagdollStates.Blending: RagdollStates.Animated;
foreach (RagdollBodyPart bodypart in _bodyparts)
{
bodypart.StoredRotation = bodypart.BodyPartTransform.rotation;
bodypart.StoredPosition = bodypart.BodyPartTransform.position;
}
_ragdolledFeetPosition = 0.5f * (_animator.GetBoneTransform(HumanBodyBones.LeftToes).position + _animator.GetBoneTransform(HumanBodyBones.RightToes).position);
_ragdolledHeadPosition = _animator.GetBoneTransform(HumanBodyBones.Head).position;
_ragdolledHipPosition = _animator.GetBoneTransform(HumanBodyBones.Hips).position;
if (_animator.GetBoneTransform(HumanBodyBones.Hips).forward.y > 0)
{
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBackAnimationParameter, true, _animatorParameters);
}
else
{
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBellyAnimationParameter, true, _animatorParameters);
}
}
}
}
}
/// <summary>
/// On start we initialize our ragdoller
/// </summary>
protected virtual void Start()
{
Initialization();
}
/// <summary>
/// Grabs rigidbodies, adds body parts and stores the animator
/// </summary>
protected virtual void Initialization()
{
// we grab all rigidbodies and set them to kinematic
_rigidbodies = GetComponentsInChildren(typeof(Rigidbody));
_rigidbodiesTempList = new List<Component>();
foreach (Component rigidbody in _rigidbodies)
{
if (rigidbody.gameObject.MMGetComponentNoAlloc<MMRagdollerIgnore>() == null)
{
_rigidbodiesTempList.Add(rigidbody);
}
}
_rigidbodies = null;
_rigidbodies = _rigidbodiesTempList.ToArray();
if (CurrentState == RagdollStates.Animated)
{
SetIsKinematic(true);
}
else
{
SetIsKinematic(false);
}
// we grab all transforms and add a RagdollBodyPart to them
Component[] transforms = GetComponentsInChildren(typeof(Transform));
foreach (Component component in transforms)
{
if (component.transform != this.transform)
{
RagdollBodyPart bodyPart = new RagdollBodyPart { BodyPartTransform = component as Transform };
_bodyparts.Add(bodyPart);
}
}
// we store our animator
_animator = this.gameObject.GetComponent<Animator>();
RegisterAnimatorParameters();
_initialized = true;
}
/// <summary>
/// Registers our animation parameters
/// </summary>
protected virtual void RegisterAnimatorParameters()
{
_animatorParameters = new HashSet<int>();
_getUpFromBackAnimationParameter = Animator.StringToHash(_getUpFromBackAnimationParameterName);
_getUpFromBellyAnimationParameter = Animator.StringToHash(_getUpFromBellyAnimationParameterName);
if (_animator == null)
{
return;
}
if (_animator.MMHasParameterOfType(_getUpFromBackAnimationParameterName, AnimatorControllerParameterType.Bool))
{
_animatorParameters.Add(_getUpFromBackAnimationParameter);
}
if (_animator.MMHasParameterOfType(_getUpFromBellyAnimationParameterName, AnimatorControllerParameterType.Bool))
{
_animatorParameters.Add(_getUpFromBellyAnimationParameter);
}
}
/// <summary>
/// Sets all rigidbodies in the ragdoll to kinematic and stops them from detecting collisions (or the other way around)
/// </summary>
/// <param name="isKinematic"></param>
protected virtual void SetIsKinematic(bool isKinematic)
{
foreach (Component rigidbody in _rigidbodies)
{
if (rigidbody.transform != this.transform)
{
(rigidbody as Rigidbody).detectCollisions = !isKinematic;
(rigidbody as Rigidbody).isKinematic = isKinematic;
}
}
}
/// <summary>
/// Forces all rigidbodies in the ragdoll to sleep
/// </summary>
public virtual void ForceRigidbodiesToSleep()
{
foreach (Component rigidbody in _rigidbodies)
{
if (rigidbody.transform != this.transform)
{
(rigidbody as Rigidbody).Sleep();
}
}
}
/// <summary>
/// On late update, we force our ragdoll elements to sleep and handle blending
/// </summary>
protected virtual void LateUpdate()
{
if ((CurrentState == RagdollStates.Animated) && ForceSleep)
{
ForceRigidbodiesToSleep();
}
HandleBlending();
}
/// <summary>
/// Blends between ragdolling and animated and switches to Animated at the end
/// </summary>
protected virtual void HandleBlending()
{
if (CurrentState == RagdollStates.Blending)
{
if (Time.time <= _ragdollingEndTimestamp + _mecanimToGetUpTransitionTime)
{
transform.position = GetRootPosition();
Vector3 ragdollingDirection = _ragdolledHeadPosition - _ragdolledFeetPosition;
ragdollingDirection.y = 0;
Vector3 meanFeetPosition = 0.5f * (_animator.GetBoneTransform(HumanBodyBones.LeftFoot).position + _animator.GetBoneTransform(HumanBodyBones.RightFoot).position);
Vector3 animatedDirection = _animator.GetBoneTransform(HumanBodyBones.Head).position - meanFeetPosition;
animatedDirection.y = 0;
transform.rotation *= Quaternion.FromToRotation(animatedDirection.normalized, ragdollingDirection.normalized);
}
float ragdollBlendAmount = 1.0f - (Time.time - _ragdollingEndTimestamp - _mecanimToGetUpTransitionTime) / RagdollToMecanimBlendDuration;
ragdollBlendAmount = Mathf.Clamp01(ragdollBlendAmount);
foreach (RagdollBodyPart bodypart in _bodyparts)
{
if (bodypart.BodyPartTransform != transform)
{
if (bodypart.BodyPartTransform == _animator.GetBoneTransform(HumanBodyBones.Hips))
{
bodypart.BodyPartTransform.position = Vector3.Lerp(bodypart.BodyPartTransform.position, bodypart.StoredPosition, ragdollBlendAmount);
}
bodypart.BodyPartTransform.rotation = Quaternion.Slerp(bodypart.BodyPartTransform.rotation, bodypart.StoredRotation, ragdollBlendAmount);
}
}
if (ragdollBlendAmount == 0)
{
CurrentState = RagdollStates.Animated;
return;
}
}
}
/// <summary>
/// Returns the current position of the ragdoll (technically the hips position)
/// </summary>
/// <returns></returns>
public Vector3 GetPosition()
{
if (!_initialized)
{
Initialization();
}
Vector3 newPosition = (_animator.GetBoneTransform(HumanBodyBones.Hips) == null) ? MainRigidbody.position : _animator.GetBoneTransform(HumanBodyBones.Hips).position;
return newPosition;
}
/// <summary>
/// Returns the offset root position
/// </summary>
/// <returns></returns>
protected Vector3 GetRootPosition()
{
Vector3 ragdollPosition = (_animator.GetBoneTransform(HumanBodyBones.Hips) == null) ? MainRigidbody.position : _animator.GetBoneTransform(HumanBodyBones.Hips).position;
Vector3 animatedToRagdolling = _ragdolledHipPosition - ragdollPosition;
Vector3 newRootPosition = transform.position + animatedToRagdolling;
RaycastHit[] hits = Physics.RaycastAll(new Ray(newRootPosition, Vector3.down));
newRootPosition.y = 0;
foreach (RaycastHit hit in hits)
{
if (!hit.transform.IsChildOf(transform))
{
newRootPosition.y = Mathf.Max(newRootPosition.y, hit.point.y);
}
}
return newRootPosition;
}
}
}

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 9687a46a55ccbca4f92cdff319b70844
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 183370
packageName: Feel
packageVersion: 5.9.1
assetPath: Assets/Feel/MMTools/Foundation/MMAnimation/MMRagdoller.cs
uploadId: 830868

View File

@@ -0,0 +1,15 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this class to objects you'd like to be unaffected by the MMRagdoller (like weapons for example)
/// </summary>
[AddComponentMenu("More Mountains/Tools/Animation/MM Ragdoller Ignore")]
public class MMRagdollerIgnore : MonoBehaviour
{
}
}

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 38f5f99a403324842b72d7bb5d781405
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 183370
packageName: Feel
packageVersion: 5.9.1
assetPath: Assets/Feel/MMTools/Foundation/MMAnimation/MMRagdollerIgnore.cs
uploadId: 830868

View File

@@ -0,0 +1,94 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
[AddComponentMenu("More Mountains/Tools/Animation/MM Stop Motion Animation")]
public class MMStopMotionAnimation : MonoBehaviour
{
public enum FramerateModes { Manual, Automatic }
[Header("General Settings")]
public bool StopMotionEnabled = true;
public int AnimationLayerID = 0;
[Header("Framerate")]
public FramerateModes FramerateMode = FramerateModes.Automatic;
[MMEnumCondition("FramerateMode", (int)FramerateModes.Automatic)]
public float FramesPerSecond = 4f;
[MMEnumCondition("FramerateMode", (int)FramerateModes.Automatic)]
public float PollFrequency = 1f;
[MMEnumCondition("FramerateMode", (int)FramerateModes.Manual)]
public float ManualTimeBetweenFrames = 0.125f;
[MMEnumCondition("FramerateMode", (int)FramerateModes.Manual)]
public float ManualAnimatorSpeed = 2;
public float timet = 0;
protected float _currentClipFPS = 0;
protected float _currentClipLength = 0f;
protected float _lastPollAt = -10f;
protected Animator _animator;
protected AnimationClip _currentClip;
protected virtual void Awake()
{
_animator = this.gameObject.GetComponent<Animator>();
}
protected virtual void Update()
{
StopMotion();
if (Time.time - _lastPollAt > PollFrequency)
{
Poll();
}
}
protected virtual void StopMotion()
{
if (!StopMotionEnabled)
{
return;
}
float timeBetweenFrames = 0f;
float animatorSpeed = 0f;
switch(FramerateMode)
{
case FramerateModes.Manual:
timeBetweenFrames = ManualTimeBetweenFrames;
animatorSpeed = ManualAnimatorSpeed;
break;
case FramerateModes.Automatic:
timeBetweenFrames = (1 / FramesPerSecond);
animatorSpeed = (1 / (FramesPerSecond - 1)) * 2f * _currentClipFPS;
break;
}
timet += Time.deltaTime;
if (timet > timeBetweenFrames)
{
timet -= timeBetweenFrames;
_animator.speed = animatorSpeed;
}
else
{
_animator.speed = 0;
}
}
protected virtual void Poll()
{
_currentClip = _animator.GetCurrentAnimatorClipInfo(AnimationLayerID)[0].clip;
_currentClipLength = _currentClip.length;
_currentClipFPS = _currentClip.frameRate;
_lastPollAt = Time.time;
}
}
}

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 409ecbe35fc2afd4b82ade0142839256
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 183370
packageName: Feel
packageVersion: 5.9.1
assetPath: Assets/Feel/MMTools/Foundation/MMAnimation/MMStopMotionAnimation.cs
uploadId: 830868