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#include "UnityPrefix.h"
#include "AnimationStateNetworkProvider.h"
#include "Runtime/Interfaces/IAnimationStateNetworkProvider.h"
#include "AnimationState.h"
#include "Animation.h"
class AnimationStateNetworkProvider : public IAnimationStateNetworkProvider
{
public:
virtual int GetNetworkAnimationStateCount (Animation& animation)
{
return animation.GetAnimationStateCount();
}
virtual void GetNetworkAnimationState (Animation& animation, AnimationStateForNetwork* output, int count)
{
for (int i=0;i<count;i++)
{
AnimationState& state = animation.GetAnimationStateAtIndex(i);
output[i].enabled = state.GetEnabled ();
output[i].weight = state.GetWeight ();
output[i].time = state.GetTime ();
}
}
virtual void SetNetworkAnimationState (Animation& animation, const AnimationStateForNetwork* serialize, int count)
{
for (int i=0;i<count;i++)
{
AnimationState& state = animation.GetAnimationStateAtIndex(i);
state.SetEnabled (serialize[i].enabled);
state.SetWeight (serialize[i].weight);
state.SetTime (serialize[i].time);
}
}
};
void InitializeAnimationStateNetworkProvider ()
{
SetIAnimationStateNetworkProvider(UNITY_NEW_AS_ROOT(AnimationStateNetworkProvider, kMemPhysics, "AnimationStateNetworkInterface", ""));
}
void CleanupAnimationStateNetworkProvider ()
{
AnimationStateNetworkProvider* module = reinterpret_cast<AnimationStateNetworkProvider*> (GetIAnimationStateNetworkProvider ());
UNITY_DELETE(module, kMemPhysics);
SetIAnimationStateNetworkProvider(NULL);
}
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