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