提交Spine插件

This commit is contained in:
YiHan0621
2025-08-28 18:32:49 +08:00
parent 254a40d87d
commit 316427ebef
970 changed files with 139525 additions and 0 deletions

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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 UnityEngine.Playables;
using Spine;
using Spine.Unity;
using Spine.Unity.Playables;
namespace Spine.Unity.Playables {
[AddComponentMenu("Spine/Playables/SkeletonAnimation Playable Handle (Playables)")]
public class SkeletonAnimationPlayableHandle : SpinePlayableHandleBase {
#region Inspector
public SkeletonAnimation skeletonAnimation;
//public float fadeOutDuration = 0.5f;
#if UNITY_EDITOR
void OnValidate () {
if (this.skeletonAnimation == null)
skeletonAnimation = GetComponent<SkeletonAnimation>();
}
#endif
#endregion
//readonly HashSet<int> frameAppliedProperties = new HashSet<int>();
public override Skeleton Skeleton { get { return skeletonAnimation.Skeleton; } }
public override SkeletonData SkeletonData { get { return skeletonAnimation.Skeleton.data; } }
#if UNITY_2017 || UNITY_2018 || (UNITY_2019_1_OR_NEWER && SPINE_TIMELINE_PACKAGE_DOWNLOADED)
void Awake () {
if (skeletonAnimation == null)
skeletonAnimation = GetComponent<SkeletonAnimation>();
//frameAppliedProperties.Clear();
}
//Skeleton skeleton;
//int frameTrackCount = 0;
//int frameCurrentInputs = 0;
//bool firstCleared = false;
//int lastApplyFrame = 0;
//public override void ProcessFrame (Playable playable, FrameData info, SpineAnimationMixerBehaviour mixer) {
// if (skeletonAnimation == null) return;
// if (skeleton == null) skeleton = skeletonAnimation.Skeleton;
// // New frame.
// if (lastApplyFrame != Time.frameCount) {
// if (frameTrackCount > 0)
// frameAppliedProperties.Clear();
// frameCurrentInputs = 0;
// frameTrackCount = 0;
// }
// lastApplyFrame = Time.frameCount;
// int currentInputs = mixer.ApplyPlayableFrame(playable, skeleton, frameAppliedProperties, frameTrackCount);
// frameCurrentInputs += currentInputs;
// // EXPERIMENTAL: Handle overriding SkeletonAnimation.AnimationState.
// if (frameCurrentInputs > 0) {
// var state = skeletonAnimation.AnimationState;
// if (!firstCleared) {
// firstCleared = true;
// for (int i = 0; i < 4; i++) {
// if (state.GetCurrent(i) != null) state.SetEmptyAnimation(i, fadeOutDuration);
// }
// }
// // Update again whenever an animation is playing in the AnimationState. Quite wasteful.
// //if (state.GetCurrent(0) != null) {
// skeleton.UpdateWorldTransform();
// //}
// }
// frameTrackCount++;
//}
#endif
}
}

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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 UnityEngine.Playables;
namespace Spine.Unity.Playables {
public delegate void SpineEventDelegate (Spine.Event e);
/// <summary>Base class for Spine Playable Handle components, commonly for integrating with UnityEngine Timeline.</summary>
public abstract class SpinePlayableHandleBase : MonoBehaviour {
/// <summary>Gets the SkeletonData of the targeted Spine component.</summary>
public abstract SkeletonData SkeletonData { get; }
public abstract Skeleton Skeleton { get; }
/// <summary>MixerBehaviour ProcessFrame method handler.</summary>
/// <returns>Returns true if a playable was applied previously</returns>
//public abstract void ProcessFrame (Playable playable, FrameData info, SpineAnimationMixerBehaviour mixer);
/// <summary>Subscribe to this to handle user events played by the Unity playable</summary>
public event SpineEventDelegate AnimationEvents;
public virtual void HandleEvents (ExposedList<Event> eventBuffer) {
if (eventBuffer == null || AnimationEvents == null) return;
for (int i = 0, n = eventBuffer.Count; i < n; i++)
AnimationEvents.Invoke(eventBuffer.Items[i]);
}
}
}

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