Added BlendTree that stores and blends multiple animations
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@@ -2,57 +2,56 @@
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void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
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{
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if(!entity.HasComponent("Model")) {
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return;
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}
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EntityWrapper parent = entity.FirstParentWithComponent("Model");
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
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model = ResourceManager::Load<::Model, true>(parent["Model"]["Resource"]);
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} catch (const std::exception&) {
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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if(skeleton == nullptr) {
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if (skeleton == nullptr) {
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return;
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}
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for (int i = 1; i <= 3; i++) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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for (int i = 1; i <= 1; i++) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["AnimationName"]);
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if (animation == nullptr) {
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continue;;
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}
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double animationSpeed = (double)animationComponent["Speed" + std::to_string(i)];
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double animationSpeed = (double)animationComponent["Speed"];
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if (animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
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if (!(bool)animationComponent["Loop"]) {
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if (nextTime > animation->Duration) {
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nextTime = animation->Duration;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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nextTime = 0;
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}
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(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
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(double&)animationComponent["Speed"] = 0.0;
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} else {
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if (nextTime > animation->Duration) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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while(nextTime > animation->Duration) {
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@@ -61,7 +60,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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e.Name = (std::string)animationComponent["AnimationName"];
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m_EventBroker->Publish(e);
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while (nextTime < 0) {
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@@ -70,7 +69,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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}
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}
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(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
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(double&)animationComponent["Time"] = nextTime;
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}
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}
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}
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