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91 lines
4.0 KiB
91 lines
4.0 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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using UnityEngine; |
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using System.Collections.Generic; |
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using System.Collections; |
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namespace Spine.Unity.AnimationTools { |
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public static class TimelineExtensions { |
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/// <summary>Evaluates the resulting value of a TranslateTimeline at a given time. |
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/// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData. |
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/// If no SkeletonData is given, values are computed relative to setup pose instead of local-absolute.</summary> |
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public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) { |
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const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1; |
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const int X = 1, Y = 2; |
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var frames = timeline.frames; |
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if (time < frames[0]) return Vector2.zero; |
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float x, y; |
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if (time >= frames[frames.Length - TranslateTimeline.ENTRIES]) { // Time is after last frame. |
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x = frames[frames.Length + PREV_X]; |
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y = frames[frames.Length + PREV_Y]; |
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} |
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else { |
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// Interpolate between the previous frame and the current frame. |
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int frame = Animation.BinarySearch(frames, time, TranslateTimeline.ENTRIES); |
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x = frames[frame + PREV_X]; |
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y = frames[frame + PREV_Y]; |
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float frameTime = frames[frame]; |
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float percent = timeline.GetCurvePercent(frame / TranslateTimeline.ENTRIES - 1, |
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); |
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x += (frames[frame + X] - x) * percent; |
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y += (frames[frame + Y] - y) * percent; |
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} |
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Vector2 xy = new Vector2(x, y); |
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if (skeletonData == null) { |
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return xy; |
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} |
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else { |
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var boneData = skeletonData.bones.Items[timeline.boneIndex]; |
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return xy + new Vector2(boneData.x, boneData.y); |
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} |
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} |
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/// <summary>Gets the translate timeline for a given boneIndex. |
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/// You can get the boneIndex using SkeletonData.FindBoneIndex. |
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/// The root bone is always boneIndex 0. |
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/// This will return null if a TranslateTimeline is not found.</summary> |
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public static TranslateTimeline FindTranslateTimelineForBone (this Animation a, int boneIndex) { |
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foreach (var timeline in a.timelines) { |
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if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline))) |
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continue; |
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var translateTimeline = timeline as TranslateTimeline; |
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if (translateTimeline != null && translateTimeline.boneIndex == boneIndex) |
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return translateTimeline; |
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} |
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return null; |
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} |
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} |
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}
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