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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2017 || UNITY_2018
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Spine.Unity;
namespace Spine.Unity.Playables {
public class SpineSkeletonFlipMixerBehaviour : PlayableBehaviour {
bool defaultFlipX, defaultFlipY;
SpinePlayableHandleBase playableHandle;
bool m_FirstFrameHappened;
public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
playableHandle = playerData as SpinePlayableHandleBase;
if (playableHandle == null)
return;
var skeleton = playableHandle.Skeleton;
if (!m_FirstFrameHappened) {
defaultFlipX = skeleton.flipX;
defaultFlipY = skeleton.flipY;
m_FirstFrameHappened = true;
}
int inputCount = playable.GetInputCount();
float totalWeight = 0f;
float greatestWeight = 0f;
int currentInputs = 0;
for (int i = 0; i < inputCount; i++) {
float inputWeight = playable.GetInputWeight(i);
ScriptPlayable<SpineSkeletonFlipBehaviour> inputPlayable = (ScriptPlayable<SpineSkeletonFlipBehaviour>)playable.GetInput(i);
SpineSkeletonFlipBehaviour input = inputPlayable.GetBehaviour();
totalWeight += inputWeight;
if (inputWeight > greatestWeight) {
skeleton.flipX = input.flipX;
skeleton.flipY = input.flipY;
greatestWeight = inputWeight;
}
if (!Mathf.Approximately(inputWeight, 0f))
currentInputs++;
}
if (currentInputs != 1 && 1f - totalWeight > greatestWeight) {
skeleton.flipX = defaultFlipX;
skeleton.flipY = defaultFlipY;
}
}
public override void OnGraphStop (Playable playable) {
m_FirstFrameHappened = false;
if (playableHandle == null)
return;
var skeleton = playableHandle.Skeleton;
skeleton.flipX = defaultFlipX;
skeleton.flipY = defaultFlipY;
}
}
}
#endif