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243 lines
9.6 KiB
243 lines
9.6 KiB
/****************************************************************************** |
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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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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER |
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#define NEW_PREFAB_SYSTEM |
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#endif |
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using UnityEngine; |
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namespace Spine.Unity { |
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#if NEW_PREFAB_SYSTEM |
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[ExecuteAlways] |
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#else |
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[ExecuteInEditMode] |
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#endif |
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[AddComponentMenu("Spine/SkeletonAnimation")] |
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[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component")] |
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public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent { |
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#region IAnimationStateComponent |
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/// <summary> |
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it. |
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary> |
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public Spine.AnimationState state; |
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/// <summary> |
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it. |
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary> |
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public Spine.AnimationState AnimationState { get { return this.state; } } |
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private bool wasUpdatedAfterInit = true; |
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#endregion |
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#region Bone Callbacks ISkeletonAnimation |
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protected event UpdateBonesDelegate _BeforeApply; |
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protected event UpdateBonesDelegate _UpdateLocal; |
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protected event UpdateBonesDelegate _UpdateWorld; |
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protected event UpdateBonesDelegate _UpdateComplete; |
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/// <summary> |
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/// Occurs before the animations are applied. |
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/// Use this callback when you want to change the skeleton state before animations are applied on top. |
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/// </summary> |
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public event UpdateBonesDelegate BeforeApply { add { _BeforeApply += value; } remove { _BeforeApply -= value; } } |
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/// <summary> |
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/// Occurs after the animations are applied and before world space values are resolved. |
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/// Use this callback when you want to set bone local values. |
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/// </summary> |
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } } |
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/// <summary> |
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints). |
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/// Using this callback will cause the world space values to be solved an extra time. |
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/// Use this callback if want to use bone world space values, and also set bone local values.</summary> |
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } } |
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/// <summary> |
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints). |
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/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values. |
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/// This callback can also be used when setting world position and the bone matrix.</summary> |
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public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } } |
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#endregion |
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#region Serialized state and Beginner API |
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[SerializeField] |
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[SpineAnimation] |
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private string _animationName; |
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/// <summary> |
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/// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized. |
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/// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary> |
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public string AnimationName { |
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get { |
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if (!valid) { |
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return _animationName; |
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} else { |
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TrackEntry entry = state.GetCurrent(0); |
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return entry == null ? null : entry.Animation.Name; |
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} |
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} |
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set { |
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if (_animationName == value) { |
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TrackEntry entry = state.GetCurrent(0); |
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if (entry != null && entry.loop == loop) |
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return; |
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} |
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_animationName = value; |
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if (string.IsNullOrEmpty(value)) { |
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state.ClearTrack(0); |
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} else { |
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(value); |
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if (animationObject != null) |
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state.SetAnimation(0, animationObject, loop); |
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} |
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} |
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} |
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/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary> |
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public bool loop; |
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/// <summary> |
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/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary> |
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/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks> |
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public float timeScale = 1; |
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#endregion |
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#region Runtime Instantiation |
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/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary> |
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/// <returns>The newly instantiated SkeletonAnimation</returns> |
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public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) { |
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return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset); |
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} |
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/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary> |
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/// <returns>The newly instantiated SkeletonAnimation component.</returns> |
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public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) { |
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return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset); |
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} |
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#endregion |
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/// <summary> |
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/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary> |
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public override void ClearState () { |
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base.ClearState(); |
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if (state != null) state.ClearTracks(); |
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} |
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/// <summary> |
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/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary> |
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/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param> |
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public override void Initialize (bool overwrite) { |
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if (valid && !overwrite) |
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return; |
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base.Initialize(overwrite); |
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if (!valid) |
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return; |
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); |
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wasUpdatedAfterInit = false; |
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if (!string.IsNullOrEmpty(_animationName)) { |
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName); |
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if (animationObject != null) { |
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state.SetAnimation(0, animationObject, loop); |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) |
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Update(0f); |
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#endif |
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} |
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} |
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} |
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void Update () { |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) { |
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Update(0f); |
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return; |
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} |
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#endif |
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Update(Time.deltaTime); |
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} |
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/// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary> |
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public void Update (float deltaTime) { |
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if (!valid || state == null) |
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return; |
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wasUpdatedAfterInit = true; |
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if (updateMode < UpdateMode.OnlyAnimationStatus) |
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return; |
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UpdateAnimationStatus(deltaTime); |
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if (updateMode == UpdateMode.OnlyAnimationStatus) |
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return; |
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ApplyAnimation(); |
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} |
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protected void UpdateAnimationStatus (float deltaTime) { |
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deltaTime *= timeScale; |
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skeleton.Update(deltaTime); |
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state.Update(deltaTime); |
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} |
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protected void ApplyAnimation () { |
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if (_BeforeApply != null) |
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_BeforeApply(this); |
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if (updateMode != UpdateMode.OnlyEventTimelines) |
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state.Apply(skeleton); |
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else |
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state.ApplyEventTimelinesOnly(skeleton); |
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if (_UpdateLocal != null) |
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_UpdateLocal(this); |
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skeleton.UpdateWorldTransform(); |
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if (_UpdateWorld != null) { |
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_UpdateWorld(this); |
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skeleton.UpdateWorldTransform(); |
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} |
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if (_UpdateComplete != null) { |
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_UpdateComplete(this); |
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} |
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} |
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public override void LateUpdate () { |
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// instantiation can happen from Update() after this component, leading to a missing Update() call. |
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if (!wasUpdatedAfterInit) Update(0); |
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base.LateUpdate(); |
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} |
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} |
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}
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