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103 lines
3.6 KiB
103 lines
3.6 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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#if UNITY_2017 || UNITY_2018
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using System;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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using Spine.Unity;
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namespace Spine.Unity.Playables {
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public class SpineSkeletonFlipMixerBehaviour : PlayableBehaviour {
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bool defaultFlipX, defaultFlipY;
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SpinePlayableHandleBase playableHandle;
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bool m_FirstFrameHappened;
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public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
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playableHandle = playerData as SpinePlayableHandleBase;
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if (playableHandle == null)
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return;
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var skeleton = playableHandle.Skeleton;
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if (!m_FirstFrameHappened) {
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defaultFlipX = skeleton.flipX;
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defaultFlipY = skeleton.flipY;
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m_FirstFrameHappened = true;
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}
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int inputCount = playable.GetInputCount();
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float totalWeight = 0f;
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float greatestWeight = 0f;
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int currentInputs = 0;
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for (int i = 0; i < inputCount; i++) {
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float inputWeight = playable.GetInputWeight(i);
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ScriptPlayable<SpineSkeletonFlipBehaviour> inputPlayable = (ScriptPlayable<SpineSkeletonFlipBehaviour>)playable.GetInput(i);
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SpineSkeletonFlipBehaviour input = inputPlayable.GetBehaviour();
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totalWeight += inputWeight;
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if (inputWeight > greatestWeight) {
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skeleton.flipX = input.flipX;
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skeleton.flipY = input.flipY;
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greatestWeight = inputWeight;
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}
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if (!Mathf.Approximately(inputWeight, 0f))
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currentInputs++;
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}
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if (currentInputs != 1 && 1f - totalWeight > greatestWeight) {
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skeleton.flipX = defaultFlipX;
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skeleton.flipY = defaultFlipY;
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}
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}
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public override void OnGraphStop (Playable playable) {
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m_FirstFrameHappened = false;
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if (playableHandle == null)
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return;
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var skeleton = playableHandle.Skeleton;
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skeleton.flipX = defaultFlipX;
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skeleton.flipY = defaultFlipY;
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}
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}
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}
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#endif
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