/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
using System.Collections;
namespace Spine.Unity.AnimationTools {
public static class TimelineExtensions {
/// Evaluates the resulting value of a TranslateTimeline at a given time.
/// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
/// If no SkeletonData is given, values are computed relative to setup pose instead of local-absolute.
public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) {
const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
const int X = 1, Y = 2;
var frames = timeline.frames;
if (time < frames[0]) return Vector2.zero;
float x, y;
if (time >= frames[frames.Length - TranslateTimeline.ENTRIES]) { // Time is after last frame.
x = frames[frames.Length + PREV_X];
y = frames[frames.Length + PREV_Y];
}
else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, TranslateTimeline.ENTRIES);
x = frames[frame + PREV_X];
y = frames[frame + PREV_Y];
float frameTime = frames[frame];
float percent = timeline.GetCurvePercent(frame / TranslateTimeline.ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
x += (frames[frame + X] - x) * percent;
y += (frames[frame + Y] - y) * percent;
}
Vector2 xy = new Vector2(x, y);
if (skeletonData == null) {
return xy;
}
else {
var boneData = skeletonData.bones.Items[timeline.boneIndex];
return xy + new Vector2(boneData.x, boneData.y);
}
}
/// Gets the translate timeline for a given boneIndex.
/// You can get the boneIndex using SkeletonData.FindBoneIndex.
/// The root bone is always boneIndex 0.
/// This will return null if a TranslateTimeline is not found.
public static TranslateTimeline FindTranslateTimelineForBone (this Animation a, int boneIndex) {
foreach (var timeline in a.timelines) {
if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline)))
continue;
var translateTimeline = timeline as TranslateTimeline;
if (translateTimeline != null && translateTimeline.boneIndex == boneIndex)
return translateTimeline;
}
return null;
}
}
}