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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.
*****************************************************************************/
using UnityEngine;
namespace Spine.Unity {
[ExecuteInEditMode]
[AddComponentMenu("Spine/SkeletonAnimation")]
[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Controlling-Animation")]
public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
#region IAnimationStateComponent
/// <summary>
/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
public Spine.AnimationState state;
/// <summary>
/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
public Spine.AnimationState AnimationState { get { return this.state; } }
#endregion
#region Bone Callbacks ISkeletonAnimation
protected event UpdateBonesDelegate _UpdateLocal;
protected event UpdateBonesDelegate _UpdateWorld;
protected event UpdateBonesDelegate _UpdateComplete;
/// <summary>
/// Occurs after the animations are applied and before world space values are resolved.
/// Use this callback when you want to set bone local values.
/// </summary>
public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
/// <summary>
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
/// Using this callback will cause the world space values to be solved an extra time.
/// Use this callback if want to use bone world space values, and also set bone local values.</summary>
public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
/// <summary>
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
/// This callback can also be used when setting world position and the bone matrix.</summary>
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
#endregion
#region Serialized state and Beginner API
[SerializeField]
[SpineAnimation]
private string _animationName;
/// <summary>
/// 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.
/// 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>
public string AnimationName {
get {
if (!valid) {
return _animationName;
} else {
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
}
set {
if (_animationName == value)
return;
_animationName = value;
if (string.IsNullOrEmpty(value)) {
state.ClearTrack(0);
} else {
TrySetAnimation(value, loop);
}
}
}
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
if (animationObject != null)
return state.SetAnimation(0, animationObject, animationLoop);
return null;
}
/// <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>
public bool loop;
/// <summary>
/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
public float timeScale = 1;
#endregion
#region Runtime Instantiation
/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
/// <returns>The newly instantiated SkeletonAnimation</returns>
public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset);
}
/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
/// <returns>The newly instantiated SkeletonAnimation component.</returns>
public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset);
}
#endregion
/// <summary>
/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
public override void ClearState () {
base.ClearState();
if (state != null) state.ClearTracks();
}
/// <summary>
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
public override void Initialize (bool overwrite) {
if (valid && !overwrite)
return;
base.Initialize(overwrite);
if (!valid)
return;
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(_animationName)) {
if (Application.isPlaying) {
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0f);
}
}
#else
if (!string.IsNullOrEmpty(_animationName)) {
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
}
#endif
}
void Update () {
Update(Time.deltaTime);
}
/// <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>
public void Update (float deltaTime) {
if (!valid)
return;
deltaTime *= timeScale;
skeleton.Update(deltaTime);
state.Update(deltaTime);
state.Apply(skeleton);
if (_UpdateLocal != null)
_UpdateLocal(this);
skeleton.UpdateWorldTransform();
if (_UpdateWorld != null) {
_UpdateWorld(this);
skeleton.UpdateWorldTransform();
}
if (_UpdateComplete != null) {
_UpdateComplete(this);
}
}
}
}