// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.FineControl
{
/// Demonstrates how to save some performance by updating Animancer less often.
/// Update Rate
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/LowUpdateRate
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Low Update Rate")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(LowUpdateRate))]
public sealed class LowUpdateRate : MonoBehaviour
{
/************************************************************************************************************************/
// This script doesn't play any animations.
// In a real game, you would have other scripts doing that.
// But for this example, we're just using a NamedAnimancerComponent for its Play Automatically field.
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private float _UpdatesPerSecond = 10;
private float _LastUpdateTime;
/************************************************************************************************************************/
// The DynamicUpdateRate script will enable and disable this script.
/************************************************************************************************************************/
private void OnEnable()
{
_Animancer.Playable.PauseGraph();
_LastUpdateTime = Time.time;
}
private void OnDisable()
{
// This will get called when destroying the object as well (such as when loading a different scene).
// So we need to make sure the AnimancerComponent still exists and is still initialized.
if (_Animancer != null && _Animancer.IsPlayableInitialized)
_Animancer.Playable.UnpauseGraph();
}
/************************************************************************************************************************/
private void Update()
{
var time = Time.time;
var timeSinceLastUpdate = time - _LastUpdateTime;
if (timeSinceLastUpdate > 1 / _UpdatesPerSecond)
{
_Animancer.Evaluate(timeSinceLastUpdate);
_LastUpdateTime = time;
}
}
/************************************************************************************************************************/
}
}