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211 lines
8.8 KiB
211 lines
8.8 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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namespace Spine.Unity {
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/SkeletonAnimation")]
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[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Controlling-Animation")]
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public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
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#region IAnimationStateComponent
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/// <summary>
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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public Spine.AnimationState state;
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/// <summary>
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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public Spine.AnimationState AnimationState { get { return this.state; } }
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#endregion
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#region Bone Callbacks ISkeletonAnimation
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protected event UpdateBonesDelegate _UpdateLocal;
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protected event UpdateBonesDelegate _UpdateWorld;
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protected event UpdateBonesDelegate _UpdateComplete;
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/// <summary>
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/// Occurs after the animations are applied and before world space values are resolved.
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/// Use this callback when you want to set bone local values.
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/// </summary>
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Use this callback if want to use bone world space values, and also set bone local values.</summary>
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
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/// This callback can also be used when setting world position and the bone matrix.</summary>
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public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
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#endregion
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#region Serialized state and Beginner API
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[SerializeField]
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[SpineAnimation]
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private string _animationName;
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/// <summary>
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/// 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.
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/// 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.</summary>
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public string AnimationName {
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get {
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if (!valid) {
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return _animationName;
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} else {
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TrackEntry entry = state.GetCurrent(0);
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return entry == null ? null : entry.Animation.Name;
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}
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}
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set {
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if (_animationName == value)
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return;
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_animationName = value;
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if (string.IsNullOrEmpty(value)) {
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state.ClearTrack(0);
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} else {
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TrySetAnimation(value, loop);
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}
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}
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}
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TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
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if (animationObject != null)
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return state.SetAnimation(0, animationObject, animationLoop);
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return null;
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}
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/// <summary>Whether or not <see cref="AnimationName"/> 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.</summary>
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public bool loop;
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/// <summary>
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/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
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/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
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public float timeScale = 1;
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#endregion
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#region Runtime Instantiation
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/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
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/// <returns>The newly instantiated SkeletonAnimation</returns>
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public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
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return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset);
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}
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/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
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/// <returns>The newly instantiated SkeletonAnimation component.</returns>
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public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
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return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset);
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}
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#endregion
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/// <summary>
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/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
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public override void ClearState () {
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base.ClearState();
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if (state != null) state.ClearTracks();
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}
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/// <summary>
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/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
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/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
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public override void Initialize (bool overwrite) {
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if (valid && !overwrite)
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return;
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base.Initialize(overwrite);
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if (!valid)
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return;
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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#if UNITY_EDITOR
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if (!string.IsNullOrEmpty(_animationName)) {
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if (Application.isPlaying) {
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TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
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if (startingTrack != null)
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Update(0);
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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(_animationName);
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if (animationObject != null)
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animationObject.PoseSkeleton(skeleton, 0f);
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}
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}
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#else
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if (!string.IsNullOrEmpty(_animationName)) {
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TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
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if (startingTrack != null)
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Update(0);
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}
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#endif
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}
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void Update () {
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Update(Time.deltaTime);
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}
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/// <summary>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.</summary>
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public void Update (float deltaTime) {
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if (!valid)
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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)
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_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) {
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_UpdateComplete(this);
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}
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}
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}
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}
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