/******************************************************************************
* 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,
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* 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
///
/// 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
public Spine.AnimationState state;
///
/// 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
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;
///
/// Occurs after the animations are applied and before world space values are resolved.
/// Use this callback when you want to set bone local values.
///
public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
///
/// 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.
public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
///
/// 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.
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
#endregion
#region Serialized state and Beginner API
[SerializeField]
[SpineAnimation]
private string _animationName;
///
/// 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.
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;
}
/// Whether or not 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.
public bool loop;
///
/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.
/// AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.
public float timeScale = 1;
#endregion
#region Runtime Instantiation
/// Adds and prepares a SkeletonAnimation component to a GameObject at runtime.
/// The newly instantiated SkeletonAnimation
public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
return SkeletonRenderer.AddSpineComponent(gameObject, skeletonDataAsset);
}
/// Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.
/// The newly instantiated SkeletonAnimation component.
public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
return SkeletonRenderer.NewSpineGameObject(skeletonDataAsset);
}
#endregion
///
/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.
public override void ClearState () {
base.ClearState();
if (state != null) state.ClearTracks();
}
///
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.
/// If set to true, force overwrite an already initialized object.
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);
}
/// 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.
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);
}
}
}
}