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464 lines
20 KiB
464 lines
20 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 System.Collections.Generic;
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namespace Spine.Unity {
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[RequireComponent(typeof(Animator))]
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public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
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[SerializeField] protected MecanimTranslator translator;
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public MecanimTranslator Translator { get { return translator; } }
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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.</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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public override void Initialize (bool overwrite) {
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if (valid && !overwrite) return;
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base.Initialize(overwrite);
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if (!valid) return;
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if (translator == null) translator = new MecanimTranslator();
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translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
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}
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public void Update () {
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if (!valid) return;
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#if UNITY_EDITOR
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if (Application.isPlaying) {
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translator.Apply(skeleton);
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} else {
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var translatorAnimator = translator.Animator;
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if (translatorAnimator != null && translatorAnimator.isInitialized)
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translator.Apply(skeleton);
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}
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#else
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translator.Apply(skeleton);
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#endif
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// UpdateWorldTransform and Bone Callbacks
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{
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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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[System.Serializable]
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public class MecanimTranslator {
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#region Inspector
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public bool autoReset = true;
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public MixMode[] layerMixModes = new MixMode[0];
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#endregion
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public enum MixMode { AlwaysMix, MixNext, SpineStyle }
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readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
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readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
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readonly List<Animation> previousAnimations = new List<Animation>();
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protected class ClipInfos {
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public bool isInterruptionActive = false;
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public bool isLastFrameOfInterruption = false;
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public int clipInfoCount = 0;
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public int nextClipInfoCount = 0;
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public int interruptingClipInfoCount = 0;
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public readonly List<AnimatorClipInfo> clipInfos = new List<AnimatorClipInfo>();
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public readonly List<AnimatorClipInfo> nextClipInfos = new List<AnimatorClipInfo>();
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public readonly List<AnimatorClipInfo> interruptingClipInfos = new List<AnimatorClipInfo>();
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public AnimatorStateInfo stateInfo;
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public AnimatorStateInfo nextStateInfo;
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public AnimatorStateInfo interruptingStateInfo;
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public float interruptingClipTimeAddition = 0;
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}
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protected ClipInfos[] layerClipInfos = new ClipInfos[0];
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Animator animator;
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public Animator Animator { get { return this.animator; } }
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public void Initialize (Animator animator, SkeletonDataAsset skeletonDataAsset) {
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this.animator = animator;
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previousAnimations.Clear();
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animationTable.Clear();
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var data = skeletonDataAsset.GetSkeletonData(true);
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foreach (var a in data.Animations)
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animationTable.Add(a.Name.GetHashCode(), a);
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clipNameHashCodeTable.Clear();
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ClearClipInfosForLayers();
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}
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public void Apply (Skeleton skeleton) {
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if (layerMixModes.Length < animator.layerCount)
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System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
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InitClipInfosForLayers();
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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GetStateUpdatesFromAnimator(layer);
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}
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//skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.6).
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// Clear Previous
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if (autoReset) {
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var previousAnimations = this.previousAnimations;
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for (int i = 0, n = previousAnimations.Count; i < n; i++)
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previousAnimations[i].SetKeyedItemsToSetupPose(skeleton);
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previousAnimations.Clear();
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
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if (layerWeight <= 0) continue;
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AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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bool hasNext = nextStateInfo.fullPathHash != 0;
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int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
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IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
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bool isInterruptionActive, shallInterpolateWeightTo1;
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GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
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out clipInfo, out nextClipInfo, out interruptingClipInfo, out shallInterpolateWeightTo1);
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for (int c = 0; c < clipInfoCount; c++) {
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var info = clipInfo[c];
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float weight = info.weight * layerWeight; if (weight == 0) continue;
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previousAnimations.Add(GetAnimation(info.clip));
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}
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if (hasNext) {
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for (int c = 0; c < nextClipInfoCount; c++) {
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var info = nextClipInfo[c];
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float weight = info.weight * layerWeight; if (weight == 0) continue;
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previousAnimations.Add(GetAnimation(info.clip));
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}
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}
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if (isInterruptionActive) {
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for (int c = 0; c < interruptingClipInfoCount; c++)
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{
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var info = interruptingClipInfo[c];
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float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
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float weight = clipWeight * layerWeight; if (weight == 0) continue;
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previousAnimations.Add(GetAnimation(info.clip));
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}
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}
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}
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}
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// Apply
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
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bool isInterruptionActive;
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AnimatorStateInfo stateInfo;
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AnimatorStateInfo nextStateInfo;
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AnimatorStateInfo interruptingStateInfo;
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float interruptingClipTimeAddition;
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GetAnimatorStateInfos(layer, out isInterruptionActive, out stateInfo, out nextStateInfo, out interruptingStateInfo, out interruptingClipTimeAddition);
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bool hasNext = nextStateInfo.fullPathHash != 0;
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int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
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IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
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bool shallInterpolateWeightTo1;
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GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
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out clipInfo, out nextClipInfo, out interruptingClipInfo, out shallInterpolateWeightTo1);
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MixMode mode = layerMixModes[layer];
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if (mode == MixMode.AlwaysMix) {
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// Always use Mix instead of Applying the first non-zero weighted clip.
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for (int c = 0; c < clipInfoCount; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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}
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if (hasNext) {
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for (int c = 0; c < nextClipInfoCount; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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}
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}
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if (isInterruptionActive) {
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for (int c = 0; c < interruptingClipInfoCount; c++)
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{
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var info = interruptingClipInfo[c];
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float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
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float weight = clipWeight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0),
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interruptingStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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}
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}
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} else { // case MixNext || SpineStyle
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// Apply first non-zero weighted clip
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int c = 0;
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for (; c < clipInfoCount; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
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break;
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}
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// Mix the rest
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for (; c < clipInfoCount; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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}
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c = 0;
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if (hasNext) {
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// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
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if (mode == MixMode.SpineStyle) {
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for (; c < nextClipInfoCount; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
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break;
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}
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}
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// Mix the rest
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for (; c < nextClipInfoCount; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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}
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}
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c = 0;
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if (isInterruptionActive) {
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// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
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if (mode == MixMode.SpineStyle) {
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for (; c < interruptingClipInfoCount; c++) {
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var info = interruptingClipInfo[c]; float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
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float weight = clipWeight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
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break;
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}
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}
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// Mix the rest
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for (; c < interruptingClipInfoCount; c++) {
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var info = interruptingClipInfo[c]; float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
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float weight = clipWeight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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}
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}
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}
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}
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}
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static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
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if (reversed)
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normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
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float time = normalizedTime * clipLength;
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if (loop) return time;
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const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied.
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return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
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}
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static float AnimationTime (float normalizedTime, float clipLength, bool reversed) {
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if (reversed)
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normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
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return normalizedTime * clipLength;
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}
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void InitClipInfosForLayers() {
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if (layerClipInfos.Length < animator.layerCount) {
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System.Array.Resize<ClipInfos>(ref layerClipInfos, animator.layerCount);
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for (int layer = 0, n = animator.layerCount; layer < n; ++layer) {
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if (layerClipInfos[layer] == null)
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layerClipInfos[layer] = new ClipInfos();
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}
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}
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}
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void ClearClipInfosForLayers() {
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for (int layer = 0, n = layerClipInfos.Length; layer < n; ++layer) {
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if (layerClipInfos[layer] == null)
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layerClipInfos[layer] = new ClipInfos();
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else {
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layerClipInfos[layer].isInterruptionActive = false;
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layerClipInfos[layer].isLastFrameOfInterruption = false;
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layerClipInfos[layer].clipInfos.Clear();
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layerClipInfos[layer].nextClipInfos.Clear();
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layerClipInfos[layer].interruptingClipInfos.Clear();
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}
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}
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}
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void GetStateUpdatesFromAnimator(int layer) {
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var layerInfos = layerClipInfos[layer];
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int clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
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int nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
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var clipInfos = layerInfos.clipInfos;
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var nextClipInfos = layerInfos.nextClipInfos;
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var interruptingClipInfos = layerInfos.interruptingClipInfos;
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layerInfos.isInterruptionActive = (clipInfoCount == 0 && nextClipInfoCount == 0);
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// Note: during interruption, GetCurrentAnimatorClipInfoCount and GetNextAnimatorClipInfoCount
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// are returning 0 in calls above. Therefore we keep previous clipInfos and nextClipInfos
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// until the interruption is over.
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if (layerInfos.isInterruptionActive) {
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// Note: The last frame of a transition interruption
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// will have fullPathHash set to 0, therefore we have to use previous
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// frame's infos about interruption clips and correct some values
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// accordingly (normalizedTime and weight).
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var interruptingStateInfo = animator.GetNextAnimatorStateInfo(layer);
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layerInfos.isLastFrameOfInterruption = interruptingStateInfo.fullPathHash == 0;
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if (!layerInfos.isLastFrameOfInterruption) {
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layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
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animator.GetNextAnimatorClipInfo(layer, interruptingClipInfos);
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float oldTime = layerInfos.interruptingStateInfo.normalizedTime;
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float newTime = interruptingStateInfo.normalizedTime;
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layerInfos.interruptingClipTimeAddition = newTime - oldTime;
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layerInfos.interruptingStateInfo = interruptingStateInfo;
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}
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}
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else {
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layerInfos.clipInfoCount = clipInfoCount;
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layerInfos.nextClipInfoCount = nextClipInfoCount;
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layerInfos.interruptingClipInfoCount = 0;
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layerInfos.isLastFrameOfInterruption = false;
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if (clipInfos.Capacity < clipInfoCount) clipInfos.Capacity = clipInfoCount;
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if (nextClipInfos.Capacity < nextClipInfoCount) nextClipInfos.Capacity = nextClipInfoCount;
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animator.GetCurrentAnimatorClipInfo(layer, clipInfos);
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animator.GetNextAnimatorClipInfo(layer, nextClipInfos);
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layerInfos.stateInfo = animator.GetCurrentAnimatorStateInfo(layer);
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layerInfos.nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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}
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}
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void GetAnimatorClipInfos (
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int layer,
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out bool isInterruptionActive,
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out int clipInfoCount,
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out int nextClipInfoCount,
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out int interruptingClipInfoCount,
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out IList<AnimatorClipInfo> clipInfo,
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out IList<AnimatorClipInfo> nextClipInfo,
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out IList<AnimatorClipInfo> interruptingClipInfo,
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out bool shallInterpolateWeightTo1) {
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var layerInfos = layerClipInfos[layer];
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isInterruptionActive = layerInfos.isInterruptionActive;
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clipInfoCount = layerInfos.clipInfoCount;
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nextClipInfoCount = layerInfos.nextClipInfoCount;
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interruptingClipInfoCount = layerInfos.interruptingClipInfoCount;
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clipInfo = layerInfos.clipInfos;
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nextClipInfo = layerInfos.nextClipInfos;
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interruptingClipInfo = isInterruptionActive ? layerInfos.interruptingClipInfos : null;
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shallInterpolateWeightTo1 = layerInfos.isLastFrameOfInterruption;
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}
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void GetAnimatorStateInfos(
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int layer,
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out bool isInterruptionActive,
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out AnimatorStateInfo stateInfo,
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out AnimatorStateInfo nextStateInfo,
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out AnimatorStateInfo interruptingStateInfo,
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out float interruptingClipTimeAddition) {
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var layerInfos = layerClipInfos[layer];
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isInterruptionActive = layerInfos.isInterruptionActive;
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stateInfo = layerInfos.stateInfo;
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nextStateInfo = layerInfos.nextStateInfo;
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|
interruptingStateInfo = layerInfos.interruptingStateInfo;
|
|
interruptingClipTimeAddition = layerInfos.isLastFrameOfInterruption ? layerInfos.interruptingClipTimeAddition : 0;
|
|
}
|
|
|
|
Spine.Animation GetAnimation (AnimationClip clip) {
|
|
int clipNameHashCode;
|
|
if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
|
|
clipNameHashCode = clip.name.GetHashCode();
|
|
clipNameHashCodeTable.Add(clip, clipNameHashCode);
|
|
}
|
|
Spine.Animation animation;
|
|
animationTable.TryGetValue(clipNameHashCode, out animation);
|
|
return animation;
|
|
}
|
|
|
|
class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
|
|
internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
|
|
public bool Equals (AnimationClip x, AnimationClip y) { return x.GetInstanceID() == y.GetInstanceID(); }
|
|
public int GetHashCode (AnimationClip o) { return o.GetInstanceID(); }
|
|
}
|
|
|
|
class IntEqualityComparer : IEqualityComparer<int> {
|
|
internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
|
|
public bool Equals (int x, int y) { return x == y; }
|
|
public int GetHashCode(int o) { return o; }
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|