2025-05-09 15:40:34 +08:00

66 lines
2.9 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Units;
using UnityEngine;
namespace Animancer.Samples.FineControl
{
/// <summary>
/// Demonstrates how to save some performance by updating Animancer at a lower frequency
/// when the character is far away from the camera.
/// </summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/fine-control/update-rate">
/// Update Rate</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.FineControl/DynamicUpdateRate
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Fine Control - Dynamic Update Rate")]
[AnimancerHelpUrl(typeof(DynamicUpdateRate))]
public class DynamicUpdateRate : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private LowUpdateRate _LowUpdateRate;
[SerializeField] private TextMesh _TextMesh;
[SerializeField, Meters] private float _SlowUpdateDistance = 5;
private Transform _Camera;
/************************************************************************************************************************/
protected virtual void Awake()
{
// Finding the Camera.main is a slow operation so we don't want to repeat it every update.
_Camera = Camera.main.transform;
}
/************************************************************************************************************************/
protected virtual void Update()
{
// Compare the squared distance to the camera with the squared threshold.
// This is more efficient than calculating the distance because it avoids the square root calculation.
Vector3 offset = _Camera.position - transform.position;
float squaredDistance = offset.sqrMagnitude;
// Low update rate enabled = true if the distance is further away.
// Low update rate enabled = false if the distance is closer.
float squaredSlowUpdateDistance = _SlowUpdateDistance * _SlowUpdateDistance;
_LowUpdateRate.enabled = squaredDistance > squaredSlowUpdateDistance;
// For the sake of this sample, use a TextMesh to show the current details.
float distance = Mathf.Sqrt(squaredDistance);
string updating = _LowUpdateRate.enabled ? "Slowly" : "Normally";
_TextMesh.text = $"Distance {distance:0.00}\nUpdating {updating}\n\nDynamic Rate";
}
/************************************************************************************************************************/
}
}