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148 lines
5.4 KiB
148 lines
5.4 KiB
3 years ago
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity.AnimationTools;
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namespace Spine.Unity {
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/// <summary>
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/// Add this component to a SkeletonAnimation or SkeletonGraphic GameObject
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/// to turn motion of a selected root bone into Transform or RigidBody motion.
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/// Local bone translation movement is used as motion.
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/// All top-level bones of the skeleton are moved to compensate the root
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/// motion bone location, keeping the distance relationship between bones intact.
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/// </summary>
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/// <remarks>
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/// Only compatible with SkeletonAnimation (or other components that implement
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/// ISkeletonComponent, ISkeletonAnimation and IAnimationStateComponent).
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/// For <c>SkeletonMecanim</c> please use
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/// <see cref="SkeletonMecanimRootMotion">SkeletonMecanimRootMotion</see> instead.
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/// </remarks>
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[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")]
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public class SkeletonRootMotion : SkeletonRootMotionBase {
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#region Inspector
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const int DefaultAnimationTrackFlags = -1;
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public int animationTrackFlags = DefaultAnimationTrackFlags;
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#endregion
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AnimationState animationState;
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Canvas canvas;
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public override Vector2 GetRemainingRootMotion (int trackIndex) {
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TrackEntry track = animationState.GetCurrent(trackIndex);
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if (track == null)
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return Vector2.zero;
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var animation = track.Animation;
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float start = track.AnimationTime;
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float end = animation.duration;
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return GetAnimationRootMotion(start, end, animation);
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}
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protected override float AdditionalScale {
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get {
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return canvas ? canvas.referencePixelsPerUnit: 1.0f;
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}
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}
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protected override void Reset () {
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base.Reset();
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animationTrackFlags = DefaultAnimationTrackFlags;
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}
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protected override void Start () {
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base.Start();
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var animstateComponent = skeletonComponent as IAnimationStateComponent;
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this.animationState = (animstateComponent != null) ? animstateComponent.AnimationState : null;
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if (this.GetComponent<CanvasRenderer>() != null) {
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canvas = this.GetComponentInParent<Canvas>();
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}
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}
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protected override Vector2 CalculateAnimationsMovementDelta () {
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Vector2 localDelta = Vector2.zero;
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int trackCount = animationState.Tracks.Count;
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for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) {
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// note: animationTrackFlags != -1 below covers trackIndex >= 32,
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// with -1 corresponding to entry "everything" of the dropdown list.
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if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0)
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continue;
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TrackEntry track = animationState.GetCurrent(trackIndex);
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TrackEntry next = null;
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while (track != null) {
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var animation = track.Animation;
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float start = track.animationLast;
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float end = track.AnimationTime;
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var currentDelta = GetAnimationRootMotion(start, end, animation);
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if (currentDelta != Vector2.zero) {
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ApplyMixAlphaToDelta(ref currentDelta, next, track);
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localDelta += currentDelta;
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}
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// Traverse mixingFrom chain.
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next = track;
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track = track.mixingFrom;
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}
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}
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return localDelta;
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}
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void ApplyMixAlphaToDelta (ref Vector2 currentDelta, TrackEntry next, TrackEntry track) {
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// Apply mix alpha to the delta position (based on AnimationState.cs).
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float mix;
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if (next != null) {
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if (next.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
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mix = 1;
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}
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else {
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mix = next.mixTime / next.mixDuration;
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if (mix > 1) mix = 1;
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}
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float mixAndAlpha = track.alpha * next.interruptAlpha * (1 - mix);
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currentDelta *= mixAndAlpha;
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}
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else {
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if (track.mixDuration == 0) {
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mix = 1;
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}
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else {
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mix = track.alpha * (track.mixTime / track.mixDuration);
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if (mix > 1) mix = 1;
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}
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currentDelta *= mix;
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}
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}
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}
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}
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