PrepareSkinningSystem.cs 3.5 KB

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  1. #if ENABLE_ENTITIES
  2. using Unity.Collections;
  3. using Unity.Entities;
  4. using Unity.Mathematics;
  5. using UnityEngine.U2D.Common;
  6. using UnityEngine.Scripting;
  7. namespace UnityEngine.U2D.Animation
  8. {
  9. [Preserve]
  10. [UnityEngine.ExecuteAlways]
  11. [UpdateInGroup(typeof(PresentationSystemGroup))]
  12. internal class PrepareSkinningSystem : ComponentSystem
  13. {
  14. EntityQuery m_ComponentGroup;
  15. protected override void OnCreateManager()
  16. {
  17. m_ComponentGroup = GetEntityQuery(typeof(SpriteSkin), typeof(WorldToLocal), typeof(SpriteComponent), typeof(Vertex), typeof(BoneTransform));
  18. }
  19. protected override void OnUpdate()
  20. {
  21. var worldToLocalComponents = m_ComponentGroup.ToComponentDataArray<WorldToLocal>(Allocator.TempJob);
  22. var counter = 0;
  23. Entities.With(m_ComponentGroup).ForEach((Entity entity, SpriteSkin spriteSkin) =>
  24. {
  25. var sr = EntityManager.GetSharedComponentData<SpriteComponent>(entity);
  26. var vertexBuffer = EntityManager.GetBuffer<Vertex>(entity);
  27. var boneTransformBuffer = EntityManager.GetBuffer<BoneTransform>(entity);
  28. var currentSprite = sr.Value;
  29. var currentWorldToLocal = worldToLocalComponents[counter];
  30. Sprite sprite = null;
  31. if (spriteSkin != null)
  32. {
  33. var spriteRenderer = spriteSkin.spriteRenderer;
  34. var isValid = spriteRenderer.enabled && spriteSkin.isValid;
  35. var isVisible = spriteRenderer.isVisible || spriteSkin.ForceSkinning;
  36. if (!isValid)
  37. spriteSkin.DeactivateSkinning();
  38. else if (isVisible)
  39. {
  40. spriteSkin.ForceSkinning = false;
  41. sprite = spriteRenderer.sprite;
  42. float4x4 worldToLocal = spriteSkin.transform.worldToLocalMatrix;
  43. if (vertexBuffer.Length != sprite.GetVertexCount())
  44. {
  45. vertexBuffer = PostUpdateCommands.SetBuffer<Vertex>(entity);
  46. vertexBuffer.ResizeUninitialized(sprite.GetVertexCount());
  47. }
  48. InternalEngineBridge.SetDeformableBuffer(spriteRenderer, vertexBuffer.Reinterpret<Vector3>().AsNativeArray());
  49. if (boneTransformBuffer.Length != spriteSkin.boneTransforms.Length)
  50. {
  51. boneTransformBuffer = PostUpdateCommands.SetBuffer<BoneTransform>(entity);
  52. boneTransformBuffer.ResizeUninitialized(spriteSkin.boneTransforms.Length);
  53. }
  54. for (var j = 0; j < boneTransformBuffer.Length; ++j)
  55. boneTransformBuffer[j] = new BoneTransform() { Value = spriteSkin.boneTransforms[j].localToWorldMatrix };
  56. PostUpdateCommands.SetComponent<WorldToLocal>(entity, new WorldToLocal() { Value = worldToLocal });
  57. }
  58. if (currentSprite != sprite)
  59. PostUpdateCommands.SetSharedComponent<SpriteComponent>(entity, new SpriteComponent() { Value = sprite });
  60. if (!spriteRenderer.enabled)
  61. spriteSkin.ForceSkinning = true;
  62. }
  63. });
  64. worldToLocalComponents.Dispose();
  65. }
  66. }
  67. }
  68. #endif