/****************************************************************************** * 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(); } #endif #endregion //readonly HashSet frameAppliedProperties = new HashSet(); 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(); //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 } }