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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namespace Spine.Unity {
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using Animation = Spine.Animation;
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using AnimationState = Spine.AnimationState;
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public class SkeletonAnimationMulti : MonoBehaviour {
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const int MainTrackIndex = 0;
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public bool initialFlipX, initialFlipY;
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public string initialAnimation;
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public bool initialLoop;
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[Space]
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public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
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[Header("Settings")]
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public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
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readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
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readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
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readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
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//Stateful
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SkeletonAnimation currentSkeletonAnimation;
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void Clear () {
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foreach (var s in skeletonAnimations)
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Destroy(s.gameObject);
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skeletonAnimations.Clear();
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animationNameTable.Clear();
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animationSkeletonTable.Clear();
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}
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void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
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foreach (var sa in skeletonAnimations)
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sa.gameObject.SetActive(sa == skeletonAnimation);
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currentSkeletonAnimation = skeletonAnimation;
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}
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#region Lifecycle
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void Awake () {
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Initialize(false);
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}
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#endregion
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#region API
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public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
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public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
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public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
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public void Initialize (bool overwrite) {
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if (skeletonAnimations.Count != 0 && !overwrite) return;
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Clear();
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var settings = this.meshGeneratorSettings;
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Transform thisTransform = this.transform;
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foreach (var sda in skeletonDataAssets) {
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var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
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sa.transform.SetParent(thisTransform, false);
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sa.SetMeshSettings(settings);
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sa.initialFlipX = this.initialFlipX;
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sa.initialFlipY = this.initialFlipY;
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var skeleton = sa.skeleton;
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skeleton.ScaleX = this.initialFlipX ? -1 : 1;
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skeleton.ScaleY = this.initialFlipY ? -1 : 1;
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sa.Initialize(false);
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skeletonAnimations.Add(sa);
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}
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// Build cache
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var animationNameTable = this.animationNameTable;
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var animationSkeletonTable = this.animationSkeletonTable;
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foreach (var skeletonAnimation in skeletonAnimations) {
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foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
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animationNameTable[animationObject.Name] = animationObject;
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animationSkeletonTable[animationObject] = skeletonAnimation;
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}
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}
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SetActiveSkeleton(skeletonAnimations[0]);
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SetAnimation(initialAnimation, initialLoop);
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}
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public Animation FindAnimation (string animationName) {
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// Analysis disable once LocalVariableHidesMember
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Animation animation;
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animationNameTable.TryGetValue(animationName, out animation);
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return animation;
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}
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public TrackEntry SetAnimation (string animationName, bool loop) {
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return SetAnimation(FindAnimation(animationName), loop);
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}
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public TrackEntry SetAnimation (Animation animation, bool loop) {
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if (animation == null) return null;
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SkeletonAnimation skeletonAnimation;
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animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
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if (skeletonAnimation != null) {
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SetActiveSkeleton(skeletonAnimation);
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skeletonAnimation.skeleton.SetToSetupPose();
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return skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
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}
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return null;
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}
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public void SetEmptyAnimation (float mixDuration) {
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currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
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}
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public void ClearAnimation () {
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currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
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}
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public TrackEntry GetCurrent () {
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return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
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}
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#endregion
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}
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}
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