/****************************************************************************** * 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; } } }