63 lines
2.8 KiB
C#
63 lines
2.8 KiB
C#
// 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 UnityEngine;
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namespace Animancer.Examples.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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/// <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/LowUpdateRate
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Low Update Rate")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(LowUpdateRate))]
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public sealed 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 example, we're just using a NamedAnimancerComponent for its Play Automatically field.
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private float _UpdatesPerSecond = 10;
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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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private void OnEnable()
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{
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_Animancer.Playable.PauseGraph();
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_LastUpdateTime = Time.time;
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}
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private 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.IsPlayableInitialized)
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_Animancer.Playable.UnpauseGraph();
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}
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/************************************************************************************************************************/
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private void Update()
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{
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var time = Time.time;
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var 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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