提交Spine插件

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YiHan0621
2025-08-28 18:32:49 +08:00
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commit 316427ebef
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
namespace Spine.Unity.Modules {
//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
public bool matchAllAnimations = true;
public override void Apply (SkeletonData skeletonData) {
if (matchAllAnimations)
AnimationTools.MatchAnimationTimelines(skeletonData.animations, skeletonData);
}
public static class AnimationTools {
#region Filler Timelines
/// <summary>
/// Matches the animation timelines across the given set of animations.
/// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
/// </summary>
/// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
/// <param name="skeletonData">The SkeletonData where the animations belong.</param>
public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
if (animations == null) return;
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
// Build a reference collection of timelines to match
// and a collection of dummy timelines that can be used to fill-in missing items.
var timelineDictionary = new Dictionary<int, Spine.Timeline>();
foreach (var animation in animations) {
foreach (var timeline in animation.timelines) {
if (timeline is EventTimeline) continue;
int propertyID = timeline.PropertyId;
if (!timelineDictionary.ContainsKey(propertyID)) {
timelineDictionary.Add(propertyID, GetFillerTimeline(timeline, skeletonData));
}
}
}
var idsToMatch = new List<int>(timelineDictionary.Keys);
// For each animation in the list, check for and add missing timelines.
var currentAnimationIDs = new HashSet<int>();
foreach (var animation in animations) {
currentAnimationIDs.Clear();
foreach (var timeline in animation.timelines) {
if (timeline is EventTimeline) continue;
currentAnimationIDs.Add(timeline.PropertyId);
}
var animationTimelines = animation.timelines;
foreach (int propertyID in idsToMatch) {
if (!currentAnimationIDs.Contains(propertyID))
animationTimelines.Add(timelineDictionary[propertyID]);
}
}
// These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
timelineDictionary.Clear();
timelineDictionary = null;
idsToMatch.Clear();
idsToMatch = null;
currentAnimationIDs.Clear();
currentAnimationIDs = null;
}
static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
int propertyID = timeline.PropertyId;
int tt = propertyID >> 24;
var timelineType = (TimelineType)tt;
switch (timelineType) {
// Bone
case TimelineType.Rotate:
return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
case TimelineType.Translate:
return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
case TimelineType.Scale:
return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
case TimelineType.Shear:
return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
// Slot
case TimelineType.Attachment:
return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
case TimelineType.Color:
return GetFillerTimeline((ColorTimeline)timeline, skeletonData);
case TimelineType.TwoColor:
return GetFillerTimeline((TwoColorTimeline)timeline, skeletonData);
case TimelineType.Deform:
return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
// Skeleton
case TimelineType.DrawOrder:
return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
// IK Constraint
case TimelineType.IkConstraint:
return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
// TransformConstraint
case TimelineType.TransformConstraint:
return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
// Path Constraint
case TimelineType.PathConstraintPosition:
return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
case TimelineType.PathConstraintSpacing:
return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
case TimelineType.PathConstraintMix:
return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
}
return null;
}
static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
var t = new RotateTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0);
return t;
}
static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
var t = new TranslateTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
var t = new ScaleTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
var t = new ShearTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
var t = new AttachmentTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.attachmentName);
return t;
}
static ColorTimeline GetFillerTimeline (ColorTimeline timeline, SkeletonData skeletonData) {
var t = new ColorTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a);
return t;
}
static TwoColorTimeline GetFillerTimeline (TwoColorTimeline timeline, SkeletonData skeletonData) {
var t = new TwoColorTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a, slotData.r2, slotData.g2, slotData.b2);
return t;
}
static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
var t = new DeformTimeline(1);
t.slotIndex = timeline.slotIndex;
t.attachment = timeline.attachment;
if (t.attachment.IsWeighted()) {
t.SetFrame(0, 0, new float[t.attachment.vertices.Length]);
} else {
t.SetFrame(0, 0, t.attachment.vertices.Clone() as float[]);
}
return t;
}
static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
var t = new DrawOrderTimeline(1);
t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
return t;
}
static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
var t = new IkConstraintTimeline(1);
var ikConstraintData = skeletonData.ikConstraints.Items[timeline.ikConstraintIndex];
t.SetFrame(0, 0, ikConstraintData.mix, ikConstraintData.bendDirection, ikConstraintData.compress, ikConstraintData.stretch);
return t;
}
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
var t = new TransformConstraintTimeline(1);
var data = skeletonData.transformConstraints.Items[timeline.transformConstraintIndex];
t.SetFrame(0, 0, data.rotateMix, data.translateMix, data.scaleMix, data.shearMix);
return t;
}
static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintPositionTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.position);
return t;
}
static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintSpacingTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.spacing);
return t;
}
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintMixTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.rotateMix, data.translateMix);
return t;
}
#endregion
}
}
}

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AnimationMatchModifierAsset
===========================
This is a SkeletonDataModifierAsset. Add it to a SkeletonDataAsset to apply its effects when its SkeletonData is loaded.
AnimationMatchModifierAsset processes animations so that their timelines match. This allows them to function with naive Animation Apply systems such as SkeletonMecanim without the need for autoreset functionality.

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