提交Spine插件
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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using System.Text;
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namespace Spine.Unity.Examples {
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public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
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public SkeletonAnimation skeletonAnimation;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
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public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
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public bool useOverrideMixDuration;
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public float overrideMixDuration = 0.2f;
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public bool useOverrideAttachmentThreshold = true;
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[Range(0f,1f)]
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public float attachmentThreshold = 0.5f;
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public bool useOverrideDrawOrderThreshold;
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[Range(0f, 1f)]
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public float drawOrderThreshold = 0.5f;
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[System.Serializable]
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public struct AnimationControl {
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[SpineAnimation]
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public string animationName;
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public bool loop;
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public KeyCode key;
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[Space]
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public bool useCustomMixDuration;
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public float mixDuration;
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//public bool useChainToControl;
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//public int chainToControl;
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}
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[System.Serializable]
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public class ControlledTrack {
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public List<AnimationControl> controls = new List<AnimationControl>();
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}
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[Space]
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public List<ControlledTrack> trackControls = new List<ControlledTrack>();
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[Header("UI")]
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public UnityEngine.UI.Text boundAnimationsText;
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public UnityEngine.UI.Text skeletonNameText;
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void OnValidate () {
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// Fill in the SkeletonData asset name
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if (skeletonNameText != null) {
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if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
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skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
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}
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}
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// Fill in the control list.
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if (boundAnimationsText != null) {
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var boundAnimationsStringBuilder = new StringBuilder();
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boundAnimationsStringBuilder.AppendLine("Animation Controls:");
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for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
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if (trackIndex > 0)
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boundAnimationsStringBuilder.AppendLine();
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boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
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foreach (var ba in trackControls[trackIndex].controls) {
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string animationName = ba.animationName;
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if (string.IsNullOrEmpty(animationName))
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animationName = "SetEmptyAnimation";
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boundAnimationsStringBuilder.AppendFormat("[{0}] {1}\n", ba.key.ToString(), animationName);
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}
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}
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boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
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}
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}
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void Start () {
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if (useOverrideMixDuration) {
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skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
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}
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}
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void Update () {
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var animationState = skeletonAnimation.AnimationState;
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// For each track
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for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
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// For each control in the track
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foreach (var control in trackControls[trackIndex].controls) {
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// Check each control, and play the appropriate animation.
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if (Input.GetKeyDown(control.key)) {
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TrackEntry trackEntry;
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if (!string.IsNullOrEmpty(control.animationName)) {
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trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
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} else {
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float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
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trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
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}
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if (trackEntry != null) {
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if (control.useCustomMixDuration)
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trackEntry.MixDuration = control.mixDuration;
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if (useOverrideAttachmentThreshold)
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trackEntry.AttachmentThreshold = attachmentThreshold;
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if (useOverrideDrawOrderThreshold)
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trackEntry.DrawOrderThreshold = drawOrderThreshold;
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}
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// Don't parse more than one animation per track.
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break;
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}
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}
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}
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}
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}
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}
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