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							- using System.Collections.Generic;
 
- using GameLogic.Combat.Hero.HeroGPU;
 
- using GameTimeLine.CustomizeTimeLogic;
 
- using GPUECSAnimationBaker.Engine.AnimatorSystem;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero
 
- {
 
-     public class CombatHeroGPUAnimtion : HeroAnimtionBasic
 
-     {
 
-         public GpuEcsAnimatorBehaviour GpuEcsAnimatorBehaviour;
 
-         public GPUAnimtion GPUAnimtion;
 
-         private GpuEcsAnimationData[] animations;
 
-         private HeroGPUAnimtionStateInfo _heroPlayStateInfoBasic;
 
-         protected HeroGPUMono _heroGPUMono;
 
-         private List<string> _anchorNames = new List<string>();
 
-         protected override void ProInit()
 
-         {
 
-             GpuEcsAnimatorBehaviour =
 
-                 combatHeroEntity.GameObject.transform.GetComponentInChildren<GpuEcsAnimatorBehaviour>();
 
-             animations = GpuEcsAnimatorBehaviour.animations;
 
-             _anchorNames = GpuEcsAnimatorBehaviour.anchorNames;
 
-             GPUAnimtion = new GPUAnimtion();
 
-             GPUAnimtion.Init(GpuEcsAnimatorBehaviour);
 
-             _heroPlayStateInfoBasic = new HeroGPUAnimtionStateInfo();
 
-             _heroGPUMono = combatHeroEntity.combatHeroGameObject.HeroGPUMono;
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             GPUAnimtion.Update();
 
-             _heroGPUMono.animtionState = GPUAnimtion.gpuEcsAnimatorShaderData.shaderData;
 
-         }
 
-         public override void SetSpecialDotMonoFollow(SpecialDotInfo specialDotInfo)
 
-         {
 
-             if (!specialDotInfo.followSkeleton)
 
-             {
 
-                 return;
 
-             }
 
-             int index = _anchorNames.IndexOf(specialDotInfo.dotName);
 
-             if (index >= 0)
 
-             {
 
-                 GPUAnimtion.GetGPUAnchors(index, out Vector3 pos, out Quaternion unityQuaternion);
 
-                 specialDotInfo.targetTran.localPosition = pos;
 
-                 specialDotInfo.targetTran.localRotation = unityQuaternion;
 
-             }
 
-         }
 
-         private int GetAnimtionIndex(string name)
 
-         {
 
-             for (int i = 0; i < animations.Length; i++)
 
-             {
 
-                 if (animations[i].stateName.Equals(name))
 
-                 {
 
-                     return i;
 
-                 }
 
-             }
 
-             return -1;
 
-         }
 
-         private void SetSpeed(float speed)
 
-         {
 
-             GPUAnimtion.SetSpeed(speed);
 
-         }
 
-         public override HeroPlayStateInfoBasic Play(string name, float speed = 1)
 
-         {
 
-             int index = GetAnimtionIndex(name);
 
-             if (index < 0)
 
-             {
 
-                 return null;
 
-             }
 
-             _heroPlayStateInfoBasic.OnSetSpeed = SetSpeed;
 
-             AnimatorInfo animatorInfo = new AnimatorInfo()
 
-             {
 
-                 animationID = index,
 
-                 blendFactor = 0,
 
-                 speedFactor = speed
 
-             };
 
-             GPUAnimtion.SetAnimtionIndex(animatorInfo);
 
-             return _heroPlayStateInfoBasic;
 
-         }
 
-     }
 
- }
 
 
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