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