mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
666 lines
No EOL
19 KiB
C#
666 lines
No EOL
19 KiB
C#
using System.Collections.Generic;
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using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Animation;
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using UnityEngine;
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using System.Linq;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Behaviours
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{
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using Anim = SanAndreasUnity.Importing.Conversion.Animation;
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public class PedModel : MonoBehaviour
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{
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/// <summary> State of last played anim. </summary>
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public AnimationState LastAnimState { get; private set; }
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public AnimationState LastSecondaryAnimState { get; private set; }
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/// <summary> Last played anim. </summary>
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public AnimId LastAnimId { get; private set; }
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public AnimId LastSecondaryAnimId { get; private set; }
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/// <summary> Did anims changed when played them last time ? </summary>
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public bool AnimsChanged { get { return this.FirstAnimChanged || this.SecondAnimChanged; } }
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public bool FirstAnimChanged { get; private set; }
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public bool SecondAnimChanged { get; private set; }
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private readonly AnimId m_invalidAnimId = new AnimId ();
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private UnityEngine.Animation _anim { get; set; }
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public UnityEngine.Animation AnimComponent { get { return _anim; } }
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private FrameContainer _frames;
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public FrameContainer Frames { get { return _frames; } }
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private Frame _root;
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public Frame RootFrame { get { return _root; } }
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public Frame UnnamedFrame { get; private set; }
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private readonly Dictionary<string, Anim> _loadedAnims
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= new Dictionary<string, Anim>();
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public PedestrianDef Definition { get; private set; }
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[SerializeField] private int m_startingPedId = 167;
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public int StartingPedId { get { return m_startingPedId; } set { m_startingPedId = value; } }
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public int PedestrianId { get; private set; }
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// have we loaded model since the Loader has finished loading
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private bool loadedModelOnStartup = false;
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public bool IsInVehicle { get; set; }
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public Vector3 VehicleParentOffset { get; set; }
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private Transform m_leftFinger = null;
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public Transform LeftFinger { get { return m_leftFinger; } }
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private Transform m_rightFinger = null;
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public Transform RightFinger { get { return m_rightFinger; } }
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private Transform m_leftHand;
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public Transform LeftHand { get { return m_leftHand; } }
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private Transform m_rightHand;
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public Transform RightHand { get { return m_rightHand; } }
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public Transform LeftUpperArm { get; private set; }
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public Transform RightUpperArm { get; private set; }
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public Transform LeftForeArm { get; private set; }
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public Transform RightForeArm { get; private set; }
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public Transform LeftClavicle { get; private set; }
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public Transform RightClavicle { get; private set; }
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public Transform Head { get; private set; }
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public Transform Jaw { get; private set; }
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public Transform Neck { get; private set; }
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public Transform LBreast { get; private set; }
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public Transform RBreast { get; private set; }
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public Transform UpperSpine { get; private set; }
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public Transform Belly { get; private set; }
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public Transform Spine { get; private set; }
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public Transform R_Thigh { get; private set; }
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public Transform L_Thigh { get; private set; }
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public Transform R_Calf { get; private set; }
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public Transform L_Calf { get; private set; }
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public Transform R_Foot { get; private set; }
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public Transform L_Foot { get; private set; }
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public Transform Pelvis { get; private set; }
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public class FrameAnimData
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{
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public Vector3 pos;
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public Quaternion rot;
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public Vector3 velocity;
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public Frame frame;
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public FrameAnimData (Vector3 pos, Quaternion rot, Vector3 velocity, Frame frame)
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{
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this.pos = pos;
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this.rot = rot;
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this.velocity = velocity;
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this.frame = frame;
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}
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}
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private List<FrameAnimData> m_originalFrameDatas = new List<FrameAnimData> ();
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public List<FrameAnimData> OriginalFrameDatas { get { return m_originalFrameDatas; } }
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private Ped m_ped;
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/// <summary> Velocity of the model extracted from animation. </summary>
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public Vector3 Velocity { get; private set; }
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/// <summary> Velocity axis to use. </summary>
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public int VelocityAxis { get; set; }
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private Dictionary<AnimationState, List<Transform>> m_mixedTransforms = new Dictionary<AnimationState, List<Transform>>();
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public event System.Action onLateUpdate = delegate {};
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private void Awake()
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{
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m_ped = this.GetComponentInParent<Ped> ();
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}
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private void LateUpdate()
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{
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if (_root == null) return;
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var trans = _root.transform;
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if (IsInVehicle)
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{
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// 'Anchor' pedestrian model into the vehicle
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this.Velocity = Vector3.zero;
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trans.parent.localPosition = VehicleParentOffset;
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}
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else
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{
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// Store movement defined by animation for pedestrian model
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this.Velocity = _root.LocalVelocity;
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trans.parent.localPosition = new Vector3(0f, -trans.localPosition.y * .5f, -trans.localPosition.z);
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}
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this.onLateUpdate ();
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}
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private void Update()
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{
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if (Loader.HasLoaded)
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{
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// FIXME: should not be done like this
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if (!loadedModelOnStartup)
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{
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loadedModelOnStartup = true;
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// load model on startup
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// only load it if it wasn't loaded so far
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if (null == this.Definition)
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{
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Load (m_startingPedId);
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// and play animation
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PlayAnim(AnimGroup.WalkCycle, AnimIndex.Idle);
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}
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}
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}
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}
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private void OnDrawGizmosSelected()
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{
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float size = 0.1f;
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Gizmos.color = Color.red;
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SkinnedMeshRenderer[] renderers = GetComponentsInChildren<SkinnedMeshRenderer>();
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foreach (SkinnedMeshRenderer smr in renderers)
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{
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foreach (Transform tr in smr.bones)
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{
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Gizmos.DrawWireCube(tr.position, new Vector3(size, size, size));
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}
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}
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}
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public void Load(int id)
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{
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var newDefinition = Item.GetDefinition<PedestrianDef>(id);
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if (null == newDefinition)
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return;
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PedestrianId = id;
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Definition = newDefinition;
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LastAnimId = m_invalidAnimId;
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LastSecondaryAnimId = m_invalidAnimId;
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LastAnimState = null;
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LastSecondaryAnimState = null;
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m_originalFrameDatas.Clear ();
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_anim = this.gameObject.GetOrAddComponent<UnityEngine.Animation> ();
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// remove mixing transforms for all anim states
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this.RemoveAllMixingTransformsForAllAnimStates();
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LoadModel(Definition.ModelName, Definition.TextureDictionaryName);
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// save original model state
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// TODO: we should first reset all anim parameters (eg mixing transforms) ?
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var state = PlayAnim(AnimGroup.WalkCycle, AnimIndex.Idle);
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if (state != null) {
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state.time = 0f;
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this.AnimComponent.Sample ();
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}
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this.SaveModelState ();
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// load some anims
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LoadAnim(AnimGroup.WalkCycle, AnimIndex.Walk);
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LoadAnim(AnimGroup.WalkCycle, AnimIndex.Run);
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LoadAnim(AnimGroup.WalkCycle, AnimIndex.Panicked);
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LoadAnim(AnimGroup.WalkCycle, AnimIndex.Idle);
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LoadAnim(AnimGroup.WalkCycle, AnimIndex.RoadCross);
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LoadAnim(AnimGroup.WalkCycle, AnimIndex.WalkStart);
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LoadAnim(AnimGroup.Car, AnimIndex.Sit);
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LoadAnim(AnimGroup.Car, AnimIndex.DriveLeft);
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LoadAnim(AnimGroup.Car, AnimIndex.DriveRight);
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LoadAnim(AnimGroup.Car, AnimIndex.GetInLeft);
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LoadAnim(AnimGroup.Car, AnimIndex.GetInRight);
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LoadAnim(AnimGroup.Car, AnimIndex.GetOutLeft);
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LoadAnim(AnimGroup.Car, AnimIndex.GetOutRight);
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LoadAnim(AnimGroup.MyWalkCycle, AnimIndex.IdleArmed);
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LoadAnim(AnimGroup.MyWalkCycle, AnimIndex.GUN_STAND);
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// LoadAllAnimations ();
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}
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private void LoadModel(string modelName, params string[] txds)
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{
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if (_frames != null)
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{
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Destroy(_frames.Root.gameObject);
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Destroy(_frames);
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_frames = null;
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}
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var geoms = Geometry.Load(modelName, txds);
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_frames = geoms.AttachFrames(transform, MaterialFlags.Default);
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// we have to remove white spaces from frame names and their game objects, because some models
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// have white spaces, and some don't - and we need to have the same frame names for all models,
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// otherwise animations will not work on all of them
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foreach (var frame in _frames)
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{
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frame.Name = frame.Name.Replace (" ", "");
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frame.gameObject.name = frame.Name;
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}
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_root = _frames.GetByName("Root");
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UnnamedFrame = _frames.GetByName("unnamed");
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System.Func<string, Transform> getFrame = (string frameName) => {
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Frame frame = _frames.GetByName (frameName, true);
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if(null == frame) {
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Debug.LogErrorFormat("Failed to find frame by name '{0}' on model '{1}'", frameName, modelName);
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return null;
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}
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return frame.transform;
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};
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m_rightFinger = getFrame(" R Finger");
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m_leftFinger = getFrame(" L Finger");
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m_rightHand = getFrame (" R Hand");
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m_leftHand = getFrame (" L Hand");
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RightUpperArm = getFrame (" R UpperArm");
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LeftUpperArm = getFrame (" L UpperArm");
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RightForeArm = getFrame (" R ForeArm");
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LeftForeArm = getFrame (" L ForeArm");
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RightClavicle = getFrame ("Bip01 R Clavicle");
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LeftClavicle = getFrame ("Bip01 L Clavicle");
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Head = getFrame (" Head");
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Jaw = getFrame(" Jaw");
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Neck = getFrame (" Neck");
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LBreast = getFrame ("L breast");
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RBreast = getFrame ("R breast");
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UpperSpine = getFrame (" Spine1");
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Belly = getFrame ("Belly");
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Spine = getFrame(" Spine");
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R_Thigh = getFrame(" R Thigh");
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L_Thigh = getFrame(" L Thigh");
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R_Calf = getFrame(" R Calf");
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L_Calf = getFrame(" L Calf");
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R_Foot = getFrame(" R Foot");
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L_Foot = getFrame(" L Foot");
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Pelvis = getFrame(" Pelvis");
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F.RunExceptionSafe(() => this.SetupRagdoll());
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}
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void SetupRagdoll()
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{
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// maybe assign forward vector to be the same as Z axis ?
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RagdollBuilder rb = new RagdollBuilder
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{
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pelvis = this.RootFrame.transform,
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leftHips = this.L_Thigh.transform,
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leftKnee = this.L_Calf.transform,
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leftFoot = this.L_Foot.transform,
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rightHips = this.R_Thigh.transform,
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rightKnee = this.R_Calf.transform,
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rightFoot = this.R_Foot.transform,
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leftArm = this.LeftUpperArm.transform,
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leftElbow = this.LeftForeArm.transform,
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rightArm = this.RightUpperArm.transform,
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rightElbow = this.RightForeArm.transform,
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middleSpine = this.UpperSpine.transform,
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head = this.Head.transform,
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jaw = this.Jaw.transform,
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};
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rb.PrepareBones();
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rb.OnWizardCreate();
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// set layer
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this.RootFrame.gameObject.SetLayerRecursive(Ped.PedBoneLayerName);
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}
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/// <summary>
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/// Resets the state of the model. This includes position, rotation, and velocity of every frame (bone).
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/// It does it by playing idle anim, setting it's time to 0, and sampling from it.
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/// </summary>
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public void ResetModelState ()
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{
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//var state = PlayAnim (AnimGroup.WalkCycle, AnimIndex.Idle);
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//state.normalizedTime = 0;
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//AnimComponent.Sample ();
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foreach (var frameData in m_originalFrameDatas) {
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if (null == frameData.frame)
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continue;
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ResetFrameState (frameData);
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}
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}
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private void SaveModelState ()
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{
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m_originalFrameDatas.Clear ();
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foreach (var frame in this.Frames) {
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m_originalFrameDatas.Add (new FrameAnimData (frame.transform.localPosition, frame.transform.localRotation,
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frame.LocalVelocity, frame));
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}
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}
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private void ResetFrameState (FrameAnimData frameData)
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{
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frameData.frame.transform.localPosition = frameData.pos;
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frameData.frame.transform.localRotation = frameData.rot;
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frameData.frame.LocalVelocity = frameData.velocity;
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}
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public void ResetFrameState (Transform frameTransform)
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{
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Frame frame = frameTransform.GetComponent<Frame> ();
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if (null == frame)
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return;
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var frameData = m_originalFrameDatas.FirstOrDefault( f => f.frame == frame );
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if (frameData != null) {
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ResetFrameState (frameData);
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}
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}
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public AnimationState PlayAnim (AnimId animId, PlayMode playMode = PlayMode.StopAll)
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{
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this.FirstAnimChanged = this.SecondAnimChanged = false;
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var animState = LoadAnim (animId);
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if (null == animState)
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return null;
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this.FirstAnimChanged = !animId.Equals (LastAnimId);
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this.SecondAnimChanged = !m_invalidAnimId.Equals (LastSecondaryAnimId);
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LastAnimId = animId;
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LastSecondaryAnimId = m_invalidAnimId;
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LastAnimState = animState;
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LastSecondaryAnimState = null;
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// reset velocity axis
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this.VelocityAxis = 2;
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//animState.layer = 0;
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RemoveAllMixingTransforms (animState);
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_anim.Play (animState.name, playMode);
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return animState;
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}
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public AnimationState PlayAnim (AnimGroup animGroup, AnimIndex animIndex, PlayMode playMode = PlayMode.StopAll)
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{
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return PlayAnim (new AnimId (animGroup, animIndex), playMode);
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}
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public AnimationState PlayAnim (string fileName, string animName, PlayMode playMode = PlayMode.StopAll)
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{
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return PlayAnim (new AnimId (fileName, animName), playMode);
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}
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public bool Play2Anims (AnimId animIdA, AnimId animIdB)
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{
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this.FirstAnimChanged = this.SecondAnimChanged = false;
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// load anims
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var stateA = LoadAnim (animIdA);
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var stateB = LoadAnim (animIdB);
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if (null == stateA || null == stateB)
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return false;
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this.FirstAnimChanged = !animIdA.Equals (LastAnimId);
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this.SecondAnimChanged = !animIdB.Equals (LastSecondaryAnimId);
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// reset velocity axis
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this.VelocityAxis = 2;
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// play anims
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// are mixing transforms and layers preserved ? - probably
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RemoveAllMixingTransforms (stateA);
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RemoveAllMixingTransforms (stateB);
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AddMixingTransform (stateA, this.Spine, true);
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AddMixingTransform (stateB, _root.transform, false);
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AddMixingTransform (stateB, this.L_Thigh, true);
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AddMixingTransform (stateB, this.R_Thigh, true);
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stateA.layer = 0;
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stateB.layer = 1;
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this.AnimComponent.Play( stateA.clip.name, PlayMode.StopSameLayer);
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this.AnimComponent.Play( stateB.clip.name, PlayMode.StopSameLayer);
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// assign last anims
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LastAnimId = animIdA;
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LastSecondaryAnimId = animIdB;
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LastAnimState = stateA;
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LastSecondaryAnimState = stateB;
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return true;
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}
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public bool AddMixingTransform (AnimationState state, Transform tr, bool recursive)
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{
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List<Transform> list;
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if (m_mixedTransforms.TryGetValue (state, out list)) {
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if (list.Contains (tr))
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return false;
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state.AddMixingTransform (tr, recursive);
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list.Add (tr);
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return true;
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} else {
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state.AddMixingTransform (tr, recursive);
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list = new List<Transform> (){ tr };
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m_mixedTransforms.Add (state, list);
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return true;
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}
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}
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public void AddMixingTransforms (AnimationState state, params Transform[] transforms)
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{
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foreach (var tr in transforms)
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AddMixingTransform (state, tr, false);
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}
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public bool RemoveMixingTransform (AnimationState state, Transform tr)
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{
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List<Transform> list;
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if (m_mixedTransforms.TryGetValue (state, out list)) {
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if (!list.Contains (tr))
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return false;
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state.RemoveMixingTransform (tr);
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list.Remove (tr);
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return true;
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} else {
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return false;
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}
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}
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public int RemoveAllMixingTransforms (AnimationState state)
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{
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List<Transform> list;
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if (m_mixedTransforms.TryGetValue (state, out list)) {
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int count = list.Count;
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foreach (Transform mix in list) {
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if (mix != null)
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state.RemoveMixingTransform (mix);
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}
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list.Clear ();
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return count;
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} else {
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return 0;
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}
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}
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public void RemoveAllMixingTransformsForAllAnimStates()
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{
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foreach (AnimationState s in this.AnimComponent)
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{
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if (s != null)
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this.RemoveAllMixingTransforms(s);
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}
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m_mixedTransforms.Clear();
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}
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|
|
|
|
|
public Anim GetAnim (string animName)
|
|
{
|
|
Anim result;
|
|
return _loadedAnims.TryGetValue (animName, out result) ? result : null;
|
|
}
|
|
|
|
public Anim GetAnim (AnimGroup group, AnimIndex anim)
|
|
{
|
|
string animName = GetAnimName (group, anim);
|
|
if (string.IsNullOrEmpty (animName))
|
|
return null;
|
|
|
|
return GetAnim(animName);
|
|
}
|
|
|
|
public string GetAnimName (AnimGroup group, AnimIndex anim)
|
|
{
|
|
string animName = null, fileName = null;
|
|
if (GetAnimNameAndFile (group, anim, ref animName, ref fileName))
|
|
return animName;
|
|
|
|
return null;
|
|
}
|
|
|
|
public bool GetAnimNameAndFile (AnimGroup group, AnimIndex anim, ref string animName, ref string fileName)
|
|
{
|
|
if (anim == AnimIndex.None)
|
|
return false;
|
|
|
|
if (group == AnimGroup.None)
|
|
return false;
|
|
|
|
if (null == this.Definition || string.IsNullOrEmpty (this.Definition.AnimGroupName))
|
|
return false;
|
|
|
|
var animGroup = AnimationGroup.Get (this.Definition.AnimGroupName, group);
|
|
if (null == animGroup)
|
|
return false;
|
|
|
|
animName = animGroup [anim];
|
|
fileName = animGroup.FileName;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
private AnimationState LoadAnim (AnimGroup group, AnimIndex anim)
|
|
{
|
|
string animName = null, fileName = null;
|
|
if (GetAnimNameAndFile (group, anim, ref animName, ref fileName))
|
|
return LoadAnim (animName, fileName);
|
|
|
|
return null;
|
|
}
|
|
|
|
private AnimationState LoadAnim (string animName, string fileName)
|
|
{
|
|
AnimationState state = null;
|
|
|
|
if (!_loadedAnims.ContainsKey(animName))
|
|
{
|
|
var importedAnim = Anim.Load(fileName, animName, _frames);
|
|
if (importedAnim != null && importedAnim.Clip != null)
|
|
{
|
|
_loadedAnims.Add(animName, importedAnim);
|
|
_anim.AddClip(importedAnim.Clip, animName);
|
|
state = _anim[animName];
|
|
}
|
|
else
|
|
{
|
|
Debug.LogErrorFormat ("Failed to load anim - file: {0}, anim name: {1}", fileName, animName);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
state = _anim[animName];
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
private AnimationState LoadAnim (AnimId animId)
|
|
{
|
|
return animId.UsesAnimGroup ? LoadAnim (animId.AnimGroup, animId.AnimIndex) : LoadAnim (animId.AnimName, animId.FileName);
|
|
}
|
|
|
|
private void LoadAllAnimations()
|
|
{
|
|
foreach (var dict in AnimationGroup._sGroups.Values)
|
|
{
|
|
foreach (AnimationGroup animGroup in dict.Values)
|
|
{
|
|
foreach (var animName in animGroup.Animations)
|
|
{
|
|
if (!_loadedAnims.ContainsKey(animName))
|
|
{
|
|
var clip = Importing.Conversion.Animation.Load(animGroup.FileName, animName, _frames);
|
|
_loadedAnims.Add(animName, clip);
|
|
_anim.AddClip(clip.Clip, animName);
|
|
// state = _anim [animName];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
} |