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- /******************************************************************************
- * 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.
- *****************************************************************************/
- #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
- #define NEW_PREFAB_SYSTEM
- #endif
- using UnityEngine;
- namespace Spine.Unity {
- #if NEW_PREFAB_SYSTEM
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [AddComponentMenu("Spine/SkeletonAnimation")]
- [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component")]
- public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
- #region IAnimationStateComponent
- /// <summary>
- /// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
- /// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
- public Spine.AnimationState state;
- /// <summary>
- /// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
- /// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
- public Spine.AnimationState AnimationState {
- get {
- Initialize(false);
- return this.state;
- }
- }
- private bool wasUpdatedAfterInit = true;
- #endregion
- #region Bone Callbacks ISkeletonAnimation
- protected event UpdateBonesDelegate _BeforeApply;
- protected event UpdateBonesDelegate _UpdateLocal;
- protected event UpdateBonesDelegate _UpdateWorld;
- protected event UpdateBonesDelegate _UpdateComplete;
- /// <summary>
- /// Occurs before the animations are applied.
- /// Use this callback when you want to change the skeleton state before animations are applied on top.
- /// </summary>
- public event UpdateBonesDelegate BeforeApply { add { _BeforeApply += value; } remove { _BeforeApply -= value; } }
- /// <summary>
- /// Occurs after the animations are applied and before world space values are resolved.
- /// Use this callback when you want to set bone local values.
- /// </summary>
- public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
- /// <summary>
- /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
- /// Using this callback will cause the world space values to be solved an extra time.
- /// Use this callback if want to use bone world space values, and also set bone local values.</summary>
- public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
- /// <summary>
- /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
- /// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
- /// This callback can also be used when setting world position and the bone matrix.</summary>
- public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
- #endregion
- #region Serialized state and Beginner API
- [SerializeField]
- [SpineAnimation]
- private string _animationName;
- /// <summary>
- /// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
- /// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
- public string AnimationName {
- get {
- if (!valid) {
- return _animationName;
- } else {
- TrackEntry entry = state.GetCurrent(0);
- return entry == null ? null : entry.Animation.Name;
- }
- }
- set {
- Initialize(false);
- if (_animationName == value) {
- TrackEntry entry = state.GetCurrent(0);
- if (entry != null && entry.loop == loop)
- return;
- }
- _animationName = value;
- if (string.IsNullOrEmpty(value)) {
- state.ClearTrack(0);
- } else {
- var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(value);
- if (animationObject != null)
- state.SetAnimation(0, animationObject, loop);
- }
- }
- }
- /// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
- public bool loop;
- /// <summary>
- /// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
- /// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
- public float timeScale = 1;
- #endregion
- #region Runtime Instantiation
- /// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
- /// <returns>The newly instantiated SkeletonAnimation</returns>
- public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset,
- bool quiet = false) {
- return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset, quiet);
- }
- /// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
- /// <returns>The newly instantiated SkeletonAnimation component.</returns>
- public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset,
- bool quiet = false) {
- return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset, quiet);
- }
- #endregion
- /// <summary>
- /// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
- public override void ClearState () {
- base.ClearState();
- if (state != null) state.ClearTracks();
- }
- /// <summary>
- /// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
- /// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
- public override void Initialize (bool overwrite, bool quiet = false) {
- if (valid && !overwrite)
- return;
- base.Initialize(overwrite, quiet);
- if (!valid)
- return;
- state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
- wasUpdatedAfterInit = false;
- if (!string.IsNullOrEmpty(_animationName)) {
- var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
- if (animationObject != null) {
- state.SetAnimation(0, animationObject, loop);
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- Update(0f);
- #endif
- }
- }
- }
- void Update () {
- #if UNITY_EDITOR
- if (!Application.isPlaying) {
- Update(0f);
- return;
- }
- #endif
- Update(Time.deltaTime);
- }
- /// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary>
- public void Update (float deltaTime) {
- if (!valid || state == null)
- return;
- wasUpdatedAfterInit = true;
- if (updateMode < UpdateMode.OnlyAnimationStatus)
- return;
- UpdateAnimationStatus(deltaTime);
- if (updateMode == UpdateMode.OnlyAnimationStatus)
- return;
- ApplyAnimation();
- }
- protected void UpdateAnimationStatus (float deltaTime) {
- deltaTime *= timeScale;
- skeleton.Update(deltaTime);
- state.Update(deltaTime);
- }
- protected void ApplyAnimation () {
- if (_BeforeApply != null)
- _BeforeApply(this);
- if (updateMode != UpdateMode.OnlyEventTimelines)
- state.Apply(skeleton);
- else
- state.ApplyEventTimelinesOnly(skeleton);
- if (_UpdateLocal != null)
- _UpdateLocal(this);
- skeleton.UpdateWorldTransform();
- if (_UpdateWorld != null) {
- _UpdateWorld(this);
- skeleton.UpdateWorldTransform();
- }
- if (_UpdateComplete != null) {
- _UpdateComplete(this);
- }
- }
- public override void LateUpdate () {
- // instantiation can happen from Update() after this component, leading to a missing Update() call.
- if (!wasUpdatedAfterInit) Update(0);
- base.LateUpdate();
- }
- }
- }
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