59 lines
2.8 KiB
C#
59 lines
2.8 KiB
C#
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 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.Examples.FineControl
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{
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/// <summary>
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/// Demonstrates how to save some performance by updating Animancer at a lower frequency when the character is far
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/// away from the camera.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fine-control/update-rate">Update Rate</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/DynamicUpdateRate
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Dynamic Update Rate")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(DynamicUpdateRate))]
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public sealed class DynamicUpdateRate : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private LowUpdateRate _LowUpdateRate;
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[SerializeField] private TextMesh _TextMesh;
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[SerializeField, Meters] private float _SlowUpdateDistance = 5;
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private Transform _Camera;
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/************************************************************************************************************************/
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private void Awake()
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{
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// Finding the Camera.main is a slow operation so we don't want to repeat it every update.
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_Camera = Camera.main.transform;
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}
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/************************************************************************************************************************/
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private void Update()
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{
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// Compare the squared distance to the camera with the squared threshold.
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// This is more efficient than calculating the distance because it avoids the square root calculation.
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var offset = _Camera.position - transform.position;
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var squaredDistance = offset.sqrMagnitude;
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// enabled = true if the distance is larger.
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// enabled = false if the distance is smaller
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_LowUpdateRate.enabled = squaredDistance > _SlowUpdateDistance * _SlowUpdateDistance;
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// For the sake of this example, use a TextMesh to show the current details.
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var distance = Mathf.Sqrt(squaredDistance);
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var updating = _LowUpdateRate.enabled ? "Slowly" : "Normally";
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_TextMesh.text = $"Distance {distance}\nUpdating {updating}\n\nDynamic Rate";
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}
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/************************************************************************************************************************/
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}
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}
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