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300 lines
11 KiB
300 lines
11 KiB
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using UnityEngine.UI;
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using Spine;
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namespace Spine.Unity {
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[ExecuteInEditMode, RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
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[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
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public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
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#region Inspector
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public SkeletonDataAsset skeletonDataAsset;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
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[SpineSkin(dataField:"skeletonDataAsset")]
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public string initialSkinName = "default";
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public bool initialFlipX, initialFlipY;
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[SpineAnimation(dataField:"skeletonDataAsset")]
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public string startingAnimation;
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public bool startingLoop;
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public float timeScale = 1f;
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public bool freeze;
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public bool unscaledTime;
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#if UNITY_EDITOR
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protected override void OnValidate () {
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// This handles Scene View preview.
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base.OnValidate ();
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if (this.IsValid) {
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if (skeletonDataAsset == null) {
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Clear();
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startingAnimation = "";
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} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
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Clear();
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Initialize(true);
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startingAnimation = "";
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if (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].materials.Length > 1)
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Debug.LogError("Unity UI does not support multiple textures per Renderer. Your skeleton will not be rendered correctly. Recommend using SkeletonAnimation instead. This requires the use of a Screen space camera canvas.");
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} else {
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if (freeze) return;
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if (!string.IsNullOrEmpty(initialSkinName)) {
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var skin = skeleton.data.FindSkin(initialSkinName);
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if (skin != null) {
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if (skin == skeleton.data.defaultSkin)
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skeleton.SetSkin((Skin)null);
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else
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skeleton.SetSkin(skin);
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}
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}
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// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
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if (!Application.isPlaying) {
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skeleton.flipX = this.initialFlipX;
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skeleton.flipY = this.initialFlipY;
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skeleton.SetToSetupPose();
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if (!string.IsNullOrEmpty(startingAnimation))
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skeleton.PoseWithAnimation(startingAnimation, 0f, false);
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}
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}
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} else {
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if (skeletonDataAsset != null)
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Initialize(true);
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}
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}
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protected override void Reset () {
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base.Reset();
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if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic (Premultiply Alpha)"))
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Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
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}
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#endif
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#endregion
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#region Runtime Instantiation
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public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent) {
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SkeletonGraphic sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset);
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if (parent != null) sg.transform.SetParent(parent, false);
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return sg;
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}
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public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
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var c = gameObject.AddComponent<SkeletonGraphic>();
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if (skeletonDataAsset != null) {
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c.skeletonDataAsset = skeletonDataAsset;
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c.Initialize(false);
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}
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return c;
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}
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#endregion
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#region Internals
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// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
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Texture overrideTexture;
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public Texture OverrideTexture {
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get { return overrideTexture; }
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set {
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overrideTexture = value;
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canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null.
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}
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}
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public override Texture mainTexture {
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get {
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// Fail loudly when incorrectly set up.
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if (overrideTexture != null) return overrideTexture;
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return skeletonDataAsset == null ? null : skeletonDataAsset.atlasAssets[0].materials[0].mainTexture;
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}
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}
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protected override void Awake () {
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base.Awake ();
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if (!this.IsValid) {
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Initialize(false);
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Rebuild(CanvasUpdate.PreRender);
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}
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}
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public override void Rebuild (CanvasUpdate update) {
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base.Rebuild(update);
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if (canvasRenderer.cull) return;
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if (update == CanvasUpdate.PreRender) UpdateMesh();
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}
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public virtual void Update () {
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if (freeze) return;
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Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
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}
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public virtual void Update (float deltaTime) {
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if (!this.IsValid) return;
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deltaTime *= timeScale;
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skeleton.Update(deltaTime);
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state.Update(deltaTime);
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state.Apply(skeleton);
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if (UpdateLocal != null) UpdateLocal(this);
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skeleton.UpdateWorldTransform();
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if (UpdateWorld != null) {
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UpdateWorld(this);
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skeleton.UpdateWorldTransform();
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}
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if (UpdateComplete != null) UpdateComplete(this);
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}
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public void LateUpdate () {
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if (freeze) return;
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//this.SetVerticesDirty(); // Which is better?
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UpdateMesh();
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}
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#endregion
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#region API
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protected Skeleton skeleton;
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public Skeleton Skeleton { get { return skeleton; } internal set { skeleton = value; } }
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public SkeletonData SkeletonData { get { return skeleton == null ? null : skeleton.data; } }
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public bool IsValid { get { return skeleton != null; } }
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protected Spine.AnimationState state;
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public Spine.AnimationState AnimationState { get { return state; } }
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[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
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public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
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DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
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SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
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public Mesh GetLastMesh () {
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return meshBuffers.GetCurrent().mesh;
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}
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public event UpdateBonesDelegate UpdateLocal;
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public event UpdateBonesDelegate UpdateWorld;
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public event UpdateBonesDelegate UpdateComplete;
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/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
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public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
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public void Clear () {
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skeleton = null;
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canvasRenderer.Clear();
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}
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public void Initialize (bool overwrite) {
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if (this.IsValid && !overwrite) return;
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// Make sure none of the stuff is null
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if (this.skeletonDataAsset == null) return;
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var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
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if (skeletonData == null) return;
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if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].materials.Length <= 0) return;
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this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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if (state == null) {
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Clear();
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return;
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}
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this.skeleton = new Skeleton(skeletonData) {
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flipX = this.initialFlipX,
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flipY = this.initialFlipY
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};
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meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
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canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
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// Set the initial Skin and Animation
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if (!string.IsNullOrEmpty(initialSkinName))
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skeleton.SetSkin(initialSkinName);
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#if UNITY_EDITOR
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if (!string.IsNullOrEmpty(startingAnimation)) {
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if (Application.isPlaying) {
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state.SetAnimation(0, startingAnimation, startingLoop);
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} else {
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// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
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if (animationObject != null)
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animationObject.PoseSkeleton(skeleton, 0);
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}
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Update(0);
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}
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#else
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if (!string.IsNullOrEmpty(startingAnimation)) {
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state.SetAnimation(0, startingAnimation, startingLoop);
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Update(0);
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}
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#endif
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}
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public void UpdateMesh () {
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if (!this.IsValid) return;
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skeleton.SetColor(this.color);
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var smartMesh = meshBuffers.GetNext();
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var currentInstructions = this.currentInstructions;
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MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, this.material);
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bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
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meshGenerator.Begin();
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if (currentInstructions.hasActiveClipping) {
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meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
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} else {
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meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
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}
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if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
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if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
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var mesh = smartMesh.mesh;
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meshGenerator.FillVertexData(mesh);
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if (updateTriangles) meshGenerator.FillTrianglesSingle(mesh);
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meshGenerator.FillLateVertexData(mesh);
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canvasRenderer.SetMesh(mesh);
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smartMesh.instructionUsed.Set(currentInstructions);
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//this.UpdateMaterial(); // TODO: This allocates memory.
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}
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#endregion
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}
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}
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