70 lines
2.8 KiB
C#
70 lines
2.8 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.Units;
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using UnityEngine;
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namespace Animancer.Samples.FineControl
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{
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/// <summary>Demonstrates how to save some performance by updating Animancer less often.</summary>
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///
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/// <remarks>
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/// <strong>Sample:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/samples/fine-control/update-rate">
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/// Update Rate</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.FineControl/LowUpdateRate
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Fine Control - Low Update Rate")]
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[AnimancerHelpUrl(typeof(LowUpdateRate))]
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public class LowUpdateRate : MonoBehaviour
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{
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/************************************************************************************************************************/
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// This script doesn't play any animations.
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// In a real game, you would have other scripts doing that.
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// But for this sample, we're just using a NamedAnimancerComponent for its Play Automatically field.
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField, PerSecond] private float _UpdatesPerSecond = 5;
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private float _LastUpdateTime;
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/************************************************************************************************************************/
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// The DynamicUpdateRate script will enable and disable this script.
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/************************************************************************************************************************/
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protected virtual void OnEnable()
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{
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_Animancer.Graph.PauseGraph();
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_LastUpdateTime = Time.time;
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}
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protected virtual void OnDisable()
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{
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// This will get called when destroying the object as well (such as when loading a different scene).
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// So we need to make sure the AnimancerComponent still exists and is still initialized.
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if (_Animancer != null && _Animancer.IsGraphInitialized)
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_Animancer.Graph.UnpauseGraph();
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}
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/************************************************************************************************************************/
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protected virtual void Update()
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{
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float time = Time.time;
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float timeSinceLastUpdate = time - _LastUpdateTime;
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if (timeSinceLastUpdate > 1 / _UpdatesPerSecond)
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{
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_Animancer.Evaluate(timeSinceLastUpdate);
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_LastUpdateTime = time;
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}
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}
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/************************************************************************************************************************/
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}
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}
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