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/******************************************************************************
* 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.
*****************************************************************************/
#define SPINE_EDITMODEPOSE
#if UNITY_2017 || UNITY_2018
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
public class SpineAnimationStateMixerBehaviour : PlayableBehaviour {
float[] lastInputWeights;
// NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties.
public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
var spineComponent = playerData as SkeletonAnimation;
if (spineComponent == null) return;
var skeleton = spineComponent.Skeleton;
var state = spineComponent.AnimationState;
if (!Application.isPlaying) {
#if SPINE_EDITMODEPOSE
PreviewEditModePose(playable, spineComponent);
#endif
return;
}
int inputCount = playable.GetInputCount();
// Ensure correct buffer size.
if (this.lastInputWeights == null || this.lastInputWeights.Length < inputCount) {
this.lastInputWeights = new float[inputCount];
for (int i = 0; i < inputCount; i++)
this.lastInputWeights[i] = default(float);
}
var lastInputWeights = this.lastInputWeights;
// Check all clips. If a clip that was weight 0 turned into weight 1, call SetAnimation.
for (int i = 0; i < inputCount; i++) {
float lastInputWeight = lastInputWeights[i];
float inputWeight = playable.GetInputWeight(i);
bool trackStarted = inputWeight > lastInputWeight;
lastInputWeights[i] = inputWeight;
if (trackStarted) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(i);
SpineAnimationStateBehaviour clipData = inputPlayable.GetBehaviour();
if (clipData.animationReference == null) {
float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix;
state.SetEmptyAnimation(0, mixDuration);
} else {
if (clipData.animationReference.Animation != null) {
Spine.TrackEntry trackEntry = state.SetAnimation(0, clipData.animationReference.Animation, clipData.loop);
//trackEntry.TrackTime = (float)inputPlayable.GetTime(); // More accurate time-start?
trackEntry.EventThreshold = clipData.eventThreshold;
trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
if (clipData.customDuration)
trackEntry.MixDuration = clipData.mixDuration;
}
//else Debug.LogWarningFormat("Animation named '{0}' not found", clipData.animationName);
}
// Ensure that the first frame ends with an updated mesh.
spineComponent.Update(0);
spineComponent.LateUpdate();
}
}
}
#if SPINE_EDITMODEPOSE
public void PreviewEditModePose (Playable playable, SkeletonAnimation spineComponent) {
if (Application.isPlaying) return;
if (spineComponent == null) return;
int inputCount = playable.GetInputCount();
int lastOneWeight = -1;
for (int i = 0; i < inputCount; i++) {
float inputWeight = playable.GetInputWeight(i);
if (inputWeight >= 1) lastOneWeight = i;
}
if (lastOneWeight != -1) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayableClip = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastOneWeight);
SpineAnimationStateBehaviour clipData = inputPlayableClip.GetBehaviour();
var skeleton = spineComponent.Skeleton;
bool skeletonDataMismatch = clipData.animationReference != null && spineComponent.SkeletonDataAsset.GetSkeletonData(true) != clipData.animationReference.SkeletonDataAsset.GetSkeletonData(true);
if (skeletonDataMismatch) {
Debug.LogWarningFormat("SpineAnimationStateMixerBehaviour tried to apply an animation for the wrong skeleton. Expected {0}. Was {1}", spineComponent.SkeletonDataAsset, clipData.animationReference.SkeletonDataAsset);
}
// Getting the from-animation here because it's required to get the mix information from AnimationStateData.
Animation fromAnimation = null;
float fromClipTime = 0;
bool fromClipLoop = false;
if (lastOneWeight != 0 && inputCount > 1) {
var fromClip = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastOneWeight - 1);
var fromClipData = fromClip.GetBehaviour();
fromAnimation = fromClipData.animationReference.Animation;
fromClipTime = (float)fromClip.GetTime();
fromClipLoop = fromClipData.loop;
}
Animation toAnimation = clipData.animationReference.Animation;
float toClipTime = (float)inputPlayableClip.GetTime();
float mixDuration = clipData.mixDuration;
if (!clipData.customDuration && fromAnimation != null) {
mixDuration = spineComponent.AnimationState.Data.GetMix(fromAnimation, toAnimation);
}
// Approximate what AnimationState might do at runtime.
if (fromAnimation != null && mixDuration > 0 && toClipTime < mixDuration) {
skeleton.SetToSetupPose();
float fauxFromAlpha = (1f - toClipTime/mixDuration);
fauxFromAlpha = fauxFromAlpha > 0.5f ? 1f : fauxFromAlpha * 2f; // fake value, but reduce dip.
fromAnimation.Apply(skeleton, 0, fromClipTime, fromClipLoop, null, fauxFromAlpha, MixPose.Setup, MixDirection.Out); //fromAnimation.PoseSkeleton(skeleton, fromClipTime, fromClipLoop);
toAnimation.Apply(skeleton, 0, toClipTime, clipData.loop, null, toClipTime/mixDuration, MixPose.Current, MixDirection.In);
} else {
skeleton.SetToSetupPose();
toAnimation.PoseSkeleton(skeleton, toClipTime, clipData.loop);
}
}
// Do nothing outside of the first clip and the last clip.
}
#endif
}
}
#endif