/****************************************************************************** * 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 System.Collections; using System.Collections.Generic; using UnityEngine; //using UnityEngine.Playables; using Spine; using Spine.Unity; using Spine.Unity.Playables; namespace Spine.Unity.Playables { [AddComponentMenu("Spine/Playables/SkeletonAnimation Playable Handle (Playables)")] public class SkeletonAnimationPlayableHandle : SpinePlayableHandleBase { #region Inspector public SkeletonAnimation skeletonAnimation; //public float fadeOutDuration = 0.5f; #if UNITY_EDITOR void OnValidate () { if (this.skeletonAnimation == null) skeletonAnimation = GetComponent(); } #endif #endregion //readonly HashSet frameAppliedProperties = new HashSet(); public override Skeleton Skeleton { get { return skeletonAnimation.Skeleton; } } public override SkeletonData SkeletonData { get { return skeletonAnimation.Skeleton.data; } } #if UNITY_2017 || UNITY_2018 void Awake () { if (skeletonAnimation == null) skeletonAnimation = GetComponent(); //frameAppliedProperties.Clear(); } //Skeleton skeleton; //int frameTrackCount = 0; //int frameCurrentInputs = 0; //bool firstCleared = false; //int lastApplyFrame = 0; //public override void ProcessFrame (Playable playable, FrameData info, SpineAnimationMixerBehaviour mixer) { // if (skeletonAnimation == null) return; // if (skeleton == null) skeleton = skeletonAnimation.Skeleton; // // New frame. // if (lastApplyFrame != Time.frameCount) { // if (frameTrackCount > 0) // frameAppliedProperties.Clear(); // frameCurrentInputs = 0; // frameTrackCount = 0; // } // lastApplyFrame = Time.frameCount; // int currentInputs = mixer.ApplyPlayableFrame(playable, skeleton, frameAppliedProperties, frameTrackCount); // frameCurrentInputs += currentInputs; // // EXPERIMENTAL: Handle overriding SkeletonAnimation.AnimationState. // if (frameCurrentInputs > 0) { // var state = skeletonAnimation.AnimationState; // if (!firstCleared) { // firstCleared = true; // for (int i = 0; i < 4; i++) { // if (state.GetCurrent(i) != null) state.SetEmptyAnimation(i, fadeOutDuration); // } // } // // Update again whenever an animation is playing in the AnimationState. Quite wasteful. // //if (state.GetCurrent(0) != null) { // skeleton.UpdateWorldTransform(); // //} // } // frameTrackCount++; //} #endif } }