// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Units;
using UnityEngine;
namespace Animancer.Examples.FineControl
{
///
/// Demonstrates how to save some performance by updating Animancer at a lower frequency when the character is far
/// away from the camera.
///
/// Update Rate
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/DynamicUpdateRate
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Dynamic Update Rate")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(DynamicUpdateRate))]
public sealed class DynamicUpdateRate : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private LowUpdateRate _LowUpdateRate;
[SerializeField] private TextMesh _TextMesh;
[SerializeField, Meters] private float _SlowUpdateDistance = 5;
private Transform _Camera;
/************************************************************************************************************************/
private void Awake()
{
// Finding the Camera.main is a slow operation so we don't want to repeat it every update.
_Camera = Camera.main.transform;
}
/************************************************************************************************************************/
private 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.
var offset = _Camera.position - transform.position;
var squaredDistance = offset.sqrMagnitude;
// enabled = true if the distance is larger.
// enabled = false if the distance is smaller
_LowUpdateRate.enabled = squaredDistance > _SlowUpdateDistance * _SlowUpdateDistance;
// For the sake of this example, use a TextMesh to show the current details.
var distance = Mathf.Sqrt(squaredDistance);
var updating = _LowUpdateRate.enabled ? "Slowly" : "Normally";
_TextMesh.text = $"Distance {distance}\nUpdating {updating}\n\nDynamic Rate";
}
/************************************************************************************************************************/
}
}