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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.
- *****************************************************************************/
- using UnityEngine;
- using System.Collections.Generic;
- using System.Collections;
- namespace Spine.Unity.AnimationTools {
- public static class TimelineExtensions {
- /// <summary>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.</summary>
- 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);
- }
- }
- /// <summary>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.</summary>
- 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;
- }
- }
- }
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